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Skills Perception +8
Damage Immunities acid, fire, lightning, poison;
bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities poisoned
Senses blindsight 120 ft., passive Perception 18
Languages understands Deep Speech but does not
speak
Challenge 12 (8,400 XP)
Actions
Multiattack. The dark young makes four attacks with
its tentacles.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 20 (3d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +11 to hit, reach 5
ft., one prone target. Hit: 23 (3d10 + 7)
bludgeoning damage.
Tentacles. Melee Weapon Attack: +11 to hit, reach
20 ft., one creature. Hit: 11 (1d8 + 7) bludgeoning
damage and the target is grappled (escape DC 17).
The dark young has four tentacles, each of which
can grapple only one target.
In dim light or at first glance, the dark young appear as low Strength Drain. Each creature the dark young is
grappling must make a DC 15 Constitution saving
trees with ropy branches, not unlike a willow. Should one throw. On a failed saving throw, the target takes 10
dare get a closer look at these aberrations, the truth is (2d6 + 3) necrotic damage, and the target's
revealed. Dark young are enormous, writhing masses of Strength score is reduced by 1d4. The target dies if
tentacles punctuated here or there with great suckerlike this reduces its Strength to 0. Otherwise, the
mouths. Its entire form rests atop three stout legs that end in reduction lasts until the target finishes a long rest.
great hooves. Emerging from the mass of writhing tentacles On a successul saving throw, the target takes half as
are its main tentacles, each one thicker than an elephant's much necrotic damage and its Strength score in
trunk. unaffected.
These horrors lurk in dark groves where those who
worship their mother, The Black Goat, can pay respects via
rituals of unabashed fecundity. Art by Fat Goblin Games.