b'Whipskein Horror \n'b'  Medium   aberration ,  any  \n'b'  Armor Class  14 (studded leather)  Hit Points  97 (15d8 + 30)  Speed  30 ft.\n'b' STATS STR: 15 (+2) DEX:  14 (+2)  CON:  15 (+2)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4  Skills   Perception  +2  Senses   darkvision  60 ft., passive  Perception  12  Languages  any two languages  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the whipskein horror hides its tendrils from sight, such as under clothing, it is indistinguishable from the ordinary humanoid it once was. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The whipskein horror makes four attacks. \n'b'  Tendril .  Melee Weapon Attack : +4 to hit, reach 10 ft., one target.  Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is  grappled  (escape DC 14). Until this grapple ends, the target is  restrained , and the whipskein horror can\xe2\x80\x99t use that tendril against another target. The horror has four tendrils. \n'b'  Spit .  Ranged Weapon Attack : +4 to hit, range 30 ft., one target.  Hit : 6 (1d8 + 2) poison damage, and the target must succeed on a DC 12  Constitution  saving throw or become  poisoned  until the end of the whipskein horror\xe2\x80\x99s next turn. Being within 5 feet of a hostile creature doesn\xe2\x80\x99t impose disadvantage on the horror\xe2\x80\x99s  ranged attack  rolls with its spit. \n'b'  Tendril Dance (Recharge 5\xe2\x80\x936) . The whipskein horror extends and wriggles its tendrils, releasing any creatures it has  grappled . Each creature within 30 feet of and able to see the horror must succeed on a DC 12  Wisdom  saving throw or become  charmed  by the horror. While  charmed  in this way, a creature is  incapacitated  and has a speed of 0. The effect ends for a creature if it takes damage, if another creature uses an action to shake the creature out of its stupor, or the horror fails to take a bonus action on its turn to continue the effect. The horror can\xe2\x80\x99t take that bonus action while using a tendril to grapple another creature. \n'b' components for arcane necromancy or transmutation spells equal to half the horror\xe2\x80\x99s challenge challenge rating. Each component is consumed when used to cast, but the spell is cast as if the caster used a spell slot one level higher, up to a maximum of a 5th-level slot. \n'b'\n'b' ABOUT \n'b'\n'b'  DC 10  Intelligence  ( History ) : Aberrant horrors are the results of failed arcane experiments that twist the body into unnatural forms. \n'b'  DC 15  Intelligence  ( Arcana ) : Each aberrant horror is different. Some grow extra limbs, others dissolve into oozelike creatures, and others swell to massive proportions. They contain eldritch energy that can fuel necromancy and transmutation.'