b'Anemoberration, Common \n'b'  Family:   Anemoberration  \n'b'  Large   aberration  (brute),  unaligned  \n'b'  Armor Class  13 (natural armor)  Hit Points  76 (9d10 + 27);  Wound Threshold  19  Speed  15 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX:  6 (-2)  CON:  16 (+3)  INT:  5 (-3)  WIS:  10 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth * +2,  Perception  +2  Damage Vulnerabilities  radiant, thunder  Damage Resistances  bludgeoning  Damage Immunities  acid  Condition Immunities   blinded ,  deafened   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  12  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Adaptive Camouflage . The anemoberration has advantage on  Dexterity  ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The anemoberration makes two tentacle attacks. If both attacks hit the same target of Medium  size  or smaller, the target is  grappled  (DC 14 to escape) and the anemoberration can use Swallow on it as a bonus action. \n'b'  Tentacles .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'  Engulf . The anemoberration engulfs a Medium or smaller target it is grappling. The engulfed target is  blinded  and  restrained , and cannot breathe-it\xe2\x80\x99s suffocating. It must succeed on a DC 13  Constitution  saving throw at the start of each of the anemoberration\xe2\x80\x99s turns or take 9 (2d4 + 4) acid damage. If the anemoberration moves, the engulfed target moves with it. The anemoberration can have only one target engulfed at a time. \n'b'  Chimeric Cone (Recharge 5-6) . The anemoberration emits a 30-foot cone of entropic psychic energy that affects sight and balance. Each creature in that area must make a DC 12  Intelligence  saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also  poisoned  for 1 minute. A  poisoned  creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. Finally, if the initial saving throw is failed by 5 or more, the creature falls  prone . \n'b'\n'b' ABOUT \n'b' Anemoberrations, similar to sea anemones with their many tentacles, travel very slowly, whether on land or in the water. They fade into their environment, only to surprise their prey at the last second by bristling a wall of tentacles and attacking.'