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Traits

Magic Resistance

The hypnovulfen has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The hypnovulfen makes one Bite attack and one Claw attack, and it can use Swallow.

Bite

Melee Attack Roll: +12, reach 5 ft. Hit: 18 (2d10 + 7) Piercing damage plus 7 (2d6) Psychic damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends.

Claw

Melee Attack Roll: +12, reach 5 ft. Hit: 14 (2d6 + 7) Piercing damage plus 7 (2d6) Psychic damage. If the target is a Large or smaller creature, it has the Prone condition.

Swallow

Strength Saving Throw: DC 20, one Medium or smaller creature Grappled by the hypnovulfen (the hypnovulfen can have only one creature swallowed at a time). Failure: The hypnovulfen swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the hypnovulfen, and takes 21 (6d6) Psychic damage at the start of each of the hypnovulfen's turns. If the creature dies from this damage, the hypnovulfen absorbs its memories and regains 25 Hit Points.

If the hypnovulfen takes 30 damage or more on a single turn from the swallowed creature, the hypnovulfen must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the hypnovulfen and has the Prone condition. If the hypnovulfen dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone.

Bonus Actions

Hypnotic Gaze (Recharge 5–6)

Wisdom Saving Throw: DC 19, each creature in a 30-foot Cone. A creature holding a keepsake from a loved one succeeds automatically. Failure: The creature has the Charmed condition until it takes damage. While charmed, it has the Incapacitated condition and must move as close to the hypnovulfen as possible by the safest route. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.