Saving Throws CON +5
Skills Stealth +3
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages None
Amphibious. The Kelp Strangler can breathe air and water.
False Appearance. While the Kelp Strangler remains motionless, it is indistinguishable from normal kelp or seaweed.
Aether-Infused. When the Kelp Strangler dies, it explodes in a burst of corrupted Aether. Each creature within 10 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much on a successful one.
ActionsMultiattack. The Kelp Strangler makes two slam attacks or uses its Strangling Tendrils.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Strangling Tendrils. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and takes 9 (2d4 + 4) bludgeoning damage at the start of each of its turns. The Kelp Strangler has two tendrils, each of which can grapple one target.