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Manta Ray, Giant

by Sheldon Morris

Gargantuan beast, unaligned
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Armour Class 13 (natural armour)
Hit Points 159 (11d20 + 44)
Speed swim 40 ft.
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STR|DEX|CON|INT|WIS|CHA
21 (+5)|7 (-2)|18 (+4)|2 (-4)|9 (-1)|14 (+2)
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Skills Stealth +1
Senses darkvision 90 ft., passive Perception 9
Languages -----
Challenge 5 (1,800 XP)
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Water Breathing. The manta ray can breath only under water.

Ocean Floor Camouflage. The manta ray has advantage on Dexterity (Stealth) checks made to hide while lying on the ocean floor.

Charge. If the manta ray moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be stunned. The stunned creature may repeat the saving throw at the end of each of its turns to end the effect on it.

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ACTIONS
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Hit: 18 (2d12 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 12 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, the target is also paralyzed for 5 minutes.

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 15 (3d6 + 5) bludgeoning damage.