b'Ulnorya \n'b'  Large   aberration ,  neutral evil  \n'b'  Armor Class  14  Hit Points  119 (14d10 + 42)  Speed  50 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX:  18 (+4)  CON:  17 (+3)  INT:  12 (+1)  WIS:  10 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +6  Skills   Acrobatics  +7,  Athletics  +5,  Perception  +6,  Stealth  +10  Damage Resistance(s)  bludgeoning  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  16  Languages  \xe2\x80\x93  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Immutable Form . The ulnorya is immune to any spell or effect that would alter its form. \n'b'  Photoadaptive Hide . If the ulnorya didn\xe2\x80\x99t move on its previous turn, it is  invisible . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15  Constitution  saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0  hp , the target is stable but  poisoned  for 1 hour, even after regaining  hp , and is  paralyzed  while  poisoned  in this way. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) piercing damage. \n'b'  Tentacle .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'  Replicate (1/Day) . The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas\xe2\x80\x99  hp  totals are equal to the original ulnorya\xe2\x80\x99s  hp  total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same  initiative  count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya\xe2\x80\x99s space. If one ulnorya starts its turn within 5 feet of its other half, they can each use their  reactions  to recombine. The recombined ulnorya\xe2\x80\x99s  hp  total is equal to the combined  hp  total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest. \n'b'\n'b' ABOUT \n'b' Eight long, writhing tentacles support and propel this snarling horror\xe2\x80\x99s oblong body while its jagged maw reveals rows of razor teeth. \n'b'  Invisible Hunter . The ulnorya lives to hunt, using its natural  invisibility  to  surprise  prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims. \n'b'  Magical Oddity . Whether it was created by a mad  druid  or some arcane guild\xe2\x80\x99s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. \n'b' Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya\xe2\x80\x99s poison. Within five days, the egg hatches into a new ulnorya.'