b'Wretched Calamar \n'b'  Medium   aberration ,  neutral evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  144 (17d10 + 51)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  17 (+3)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +7,  Wis  +5  Skills   Deception  +8,  Stealth  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine  Condition Immunities   frightened   Senses   darkvision  120 ft.; passive  Perception  11  Languages  Deep Speech  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Pained Frenzy . When the creature falls below \xc2\xbe  hit points , it gains an additional claw  attack . The same thing happens at \xc2\xbd health and \xc2\xbc health. It loses these extra attacks whenever it regains the  hit points . \n'b'  Viscous Fluid . Whenever a creature hits the calamar with a melee weapon  attack  they must succeed on a DC 15  Strength  saving throw or become  grappled  by the creature (escape DC 15). If they are already  grappled  by the creature, they also become  restrained . If they are already  restrained , they also become  paralyzed . \n'b'  Actions \n'b'   Multiattack . The calamar makes three claw attacks. Up to two of these attacks can be replaced by numbing tentacles. The creature may also make additional claw attacks from its pained frenzy ability. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (3d6 + 4) piercing damage. \n'b'  Numbing Tentacles .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) piercing damage and the target must succeed on a DC 15  Constitution  saving throw or take 10 (4d4) poison damage and suffer the effects of the  slow  spell for 1 minute. At the start of the target\xe2\x80\x99s turns, it takes an additional 10 (4d4) poison damage. The target can reattempt their saving throw at the end of each of their turns, ending the effects on a success. If the calamar hits a creature that is already  poisoned  with a second tentacle attack, the ongoing poison damage does not increase. \n'b'  About \n'b' Wretched calamar are not native to the material plane and can only be found in isolated, underground pockets difficult to worm your way into and even harder to leave once you\xe2\x80\x99ve arrived. The calamar bear a passing resemblance to sentient crustaceans, with a thick exoskeleton and numerous tendrils dripping from their face; however, once startled, the creature produces a plethora of hazardous appendages and fluids designed to numb and then eviscerate their prey.'