Annaderma (Apparatus Variant) CR: 8
Large monstrosity,
Armor Class: 17
Hit Points: 126 12d10+60
Speed:
5 ft
Saving Throws: Constitution +7
Skills: Perception +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks., Lightning
Condition Immunities: Frightened, Charmed
Senses: Darkvision 120ft.
Languages: The Languages it knew in life, unable to speak coherently.
Challenge Rating: 8
( 3900 XP)
Proficiency Bonus: +3
The Annaderma can cast the following spells, using wisdom as the spellcasting ability:
At will: Fly
Apparutus of Confinement. The Apparatus casts Hold Monster (DC 20) on the nearest creature that isn't the annaderma within 90ft of itself at the start of each the Annaderma's turns. Upon failing the save, any creature paralyzed by this breaks concentration. If the Apparatus is currently holding a creature, then it will not target another creature. The apparatus has an AC of 20 with 33 hp, immunity to psychic and poison damage.
Grounded. If the Annaderma is on the ground, it is considered prone.
Actions
Multiattack. The Annaderma can make two claw attacks, and one bite attack.
Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Slashing Damage.
Bite. Melee Weapon Attack. +7 to hit, reach 5ft., one target Hit: 11 (2d8+2) Piercing damage. The Annaderma heals half the damage dealt by this attack.
Reactions
Panic. Upon being hit by any form of dispel magic, or counterspell (or similar magic), the Annaderma gains another claw and bite attack until the end of its next turn.
Usual Tactics
The Annaderma usually targets the weakest of the group first, especially if they are paralyzed, and will retreat after slaying a creature... Only to come back harass them again.
When the Lich King of Evernus sought to intimidate his subjects into submission, he devised a creature to fly through the skies and rain terror down upon them... Unfortunately, he was usurped before he could perfect the beast, and it broke from its confines. The Annaderma (translates loosely into "the Skin of Anna", Anna being shorthand for the continent of origin) is a medium sized, vaguely humanoid monstrosity with pale white skin and several marbly eyes around the body. Their arms are long and emaciated, with talons at the end of what used of what used to be fingers. Its legs are vestigial, and limp around uselessly. From its scapula sprouts two fleshy wings that appear incapable of flight, but are powered by a constant flight spell created by an internal organ designed by the lich king himself. The beast's face is entirely malformed, now only resembling an upper arm with two eyes at the end. The Monster is partially encased in a steel apparatus that was once used to restrain them. Newborns do not posess these apparatuses. When reproducing, the Annaderma will begin growing what seems to be a smaller version of itself somewhere on its body, and when the copy is almost half the size of the original, it buds off. An Annaderma has two mouths, one on each path which resembles a human's.
Salvage
Annaderma with Apparatuses are exceedingly rare, as only fifty are said to exist. While collectors will pay around 800gp for the apparatus, certain inquisitions attempting to destroy them will pay 1000gp. It is said by the Inquisitions that dangerous sealing magic could still be within them, and that in the wrong hands, the results could be devastating.
Suggested Environments
While their habitat is the Dibula Minor, they have migrated south a little ways toward the Modland Mountains. They seem to enjoy higher elevations. They don't like to gather, and will move to avoid eachother.