Topel
Medium undead, neutral evil
Armor Class 11
Hit Points 77 (14d8 + 14)
Speed 0 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 13 (+1) | 6 (–2) | 14 (+2) | 5 (–3) |
Damage Immunities Poison
Condition Immunities Exhaustion, poisoned
Senses Darkvision 60 ft., passive Perception 12
Languages The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Beautiful Death.Any creature that starts its turn within 30 feet of the topel and can see it must make a DC 14 Wisdom saving throw. On a failed save, the creature is charmed by the topel for 1 minute, seeing the topel as the creature it loves the most. While charmed in this way, the creature does nothing on its turn except move toward the topel by the most direct route. The charmed creature can repeat the saving throw at the end of its turn, ending the effect on a success. If the charmed creature takes damage, the effect ends. If a creature’s saving throw is successful or the effect ends, the creature is immune to any topel’s Beautiful Death for the next 24 hours.
Drowner.The topel has advantage on Strength (Athletics) checks made while swimming. The topel becomes paralyzed if it leaves the body of water in which it died.
Claw.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). The topel can grapple only one target at a time.
Rib Spikes.Melee Weapon Attack: +6 to hit, reach 5 ft., one creature grappled by the topel. Hit: 14 (4d4 + 4) piercing damage.
Grapple.When a creature provokes an opportunity attack from the topel, the topel can attempt to grapple the creature instead of making an attack.