16 (natural armor)
112 (15d8+45)
walk 30 ft.
bludgeoning, piercing, slashing while in dim light or darkness
darkvision 60 ft.
Common
9
At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.
The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.
Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature.
Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it.