Murfala the Grasping Shadow - AI-generated fantasy Monster

Murfala the Grasping Shadow

Ancient legends speak of a shadow that fell from the heavens and lodged in the earth. Over centuries, that shadow grew teeth. Murfala has existed since the first empires, slowly pulling travelers into its hole to feed its divine spark. It is currently at a tipping point of power, seeking soul gems to accelerate its dark ascension.

GargantuanMonstrosity(Titan)CR 6Neutral Evil

Murfala the Grasping Shadow

Grasping ShadowDivine SparkSoul Devourer
HP142AC15SPD0 ft.CR6AthleticsPerceptionIntimidation
STR
20
save
DEX
10
CON
18
save
INT
12
WIS
14
CHA
16
save
Anchored Abyss. Murfala cannot be moved against its will or knocked prone. It is permanently fixed inside its hole.
Grasping Tendrils. Murfala can have up to six tentacles active at once. Each tentacle can grapple one creature. Murfala can move its grappled victims up to 20 feet toward its mouth as a bonus action.
Divine Spark. Murfala's attacks are magical. When Murfala reduces a creature to 0 hit points, it instantly devours the creature's soul, gaining 10 temporary hit points and preventing the creature from being revived by anything less than a Wish spell.
Multiattack. Murfala makes three Tentacle attacks. It can replace one Tentacle attack with a Reel and Bite attack if a creature is already grappled.
Tentacle. Melee Weapon Attack: to hit, reach 30 ft., one target. Hit: 10 () bludgeoning damage plus 4 () necrotic damage. The target is grappled (escape ).
Bite. Melee Weapon Attack: to hit, reach 5 ft., one grappled target. Hit: 18 () piercing damage. If this damage reduces the creature to 0 hit points, Murfala devours its soul.
Vengeful Lash. When Murfala takes more than 20 damage from a single source, it makes one Tentacle attack against the attacker if they are within reach.
Reel. Murfala pulls all creatures grappled by it up to 10 feet closer to its central mouth.
Tentacle Lash. Murfala makes one Tentacle attack.
Soul Shriek (Costs 2 Actions). Each creature within 30 feet of the pit's edge must succeed on a Wisdom saving throw or take 7 () psychic damage and be frightened until the end of their next turn.
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