Armonto (5e Creature)
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Large aberration, neutral evil
Innate Spellcasting. The armonto's innate spellcasting ability is Charisma (spell save DC 11). The armonto can cast the following spells innately, requiring no material components:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way is also deafened.
Armontos are otherworldly predators that prowl the depths of the Underdark in small groups, preying on anything weaker than themselves. Their sturdy carapaces and sharp claws make them the bane of traders, especially if they find their way up to the surface, but because they hate sunlight, they hunt when the moon hangs in the sky. Their claws run with a special poison that fills their victims' ears with an intense throbbing that leaves them unable to hear anything else, and their stony fangs have caused the demise of many an unlucky explorer or adventurer.