b'Phoso \n'b'  Large   aberration ,  neutral  \n'b' A giant skitters toward you on six clumping hooves, the four arms jutting out of the top of its torso menacingly gripping and unclenching as its beady yellow eyes fix on your arms. \n'b'  Armor Class  15 (natural armor)  Hit Points  76 (8d10 +40)  Speed  30 ft.\n'b' STATS STR: 22 (+6) DEX:  13 (+1)  CON:  20 (+5)  INT:  4 (-3)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Vulnerabilities  radiant  Damage Resistances  piercing, slashing, bludgeoning damage from nonmagical weapons that aren\xe2\x80\x99t adamantine  Damage Immunities  necrotic  Condition Immunities   exhaustion ,  frightened   Senses   darkvision  120 ft. \n'b' Languages Drow  Challenge  6 (2300 XP) \n'b' Special Traits \n'b'   Material Prisoner . The phoso can never become ethereal or leave the Material Plane. Any spell or effect that would  teleport  it or otherwise move it to another plane automatically fails. \n'b'  Actions \n'b'   Multiattack . The phoso makes four slam attacks. It may use one necrotic ray instead of two of its slam attacks. It can fire up to two necrotic rays instead of making any slam attacks. \n'b'  Detaching Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 11 (1d10+6) bludgeoning damage and if the target is a medium or smaller creature and is hit by two or more slam attacks in one round, the phoso may impose the  grappled  condition (escape DC 17) on the target. Until the grapple ends, the target is  restrained  and the phoso can\xe2\x80\x99t execute any other attacks, as it focuses on pulling the limbs from the creature, dealing 49 (4d10+24) bludgeoning damage on any subsequent round. Additionally, a target suffering this damage must succeed on a DC 16  Constitution  saving throw or take one level of  exhaustion  from the painful strain. Creatures without discernible limbs are immune to having their limbs pulled off. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 11 (1d12+5) bludgeoning damage. \n'b'  Necrotic Ray . The phoso may shoot up to two necrotic rays at one or two creatures it can see within 60 feet of it. The target must succeed on a DC 16  Constitution  saving throw or it can\xe2\x80\x99t take  reactions  until the end of its next turn and takes 9 (3d4+2) necrotic damage. A successful save negates the effects of the ray. \n'b'  About \n'b' The drow are keen to enslave every sentient (or nonsentient) race that wanders into their lands. A sizable band of witchwyrd made the critical mistake of trusting the drow, failing to realize that the dark elves\xe2\x80\x99 hospitality was a dangerous ruse before it was far too late. Vastly outnumbered and grounded to the spot by mages, the otherworldly creatures entered the custody of the Endless Cave\xe2\x80\x99s enslavers, never to leave this Material Plane again. Once the drow garnered every bit of information they could from their captives, they began to explore other avenues of use. Dark elven alchemists quickly took to the task, using the witchwyrd prisoners for horrifying magical experimentation and forcing them to produce offspring broken by what was being done to their bodies. The resulting children were birthed as phoso, made into personal bodyguards and watch dogs that prowl the underkeeps of their oppressive, powerful Underworld mage masters.'