The LonelyMedium monstrosity
- 9 (5,000 XP)
Dashing Strike. If the the lonely uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Psychic Leech. At the start of each of the Lonely’s turns, each creature within 1.5 meters of it must succeed on a DC 15 Will saving throw or take 10 (3d6) psychic damage.
Thrives on Company. The Lonely has advantage on attack rolls while it is within 9 meters of at least two other creatures. It otherwise has disadvantage on attack rolls.
Multiattack. The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.
Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 18 m. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature.
The Lonely has two harpoon arms and can grapple up to two creatures at once.
Sorrowful Embrace. Each creature grappled by the Lonely must make a DC 15 Will saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 9 meters straight toward it.