As the two companions remain on watch so that the rest of the group may rest, they quietly consider the available paths to escape from this dark expanse. Reyna's focus sharpens to a fine point, the sound of the fire dimming away silently as she ponders their options. Only, something isn't quite right. The sounds of her companions snoring becomes nothing. A total silence crawls its way over the camp. Thinking it a crude magical joke, she politely suggests that the gnomish sorcerer across from her cut it out. Her nerves rise as she finds that the gnome across from her has fallen fast asleep, face down in a pile of crudely marked maps, yet her words still do not make it past her lips. Even her mind seems to have drawn silent as she wordlessly attempts to suppress her panic. A pale white face descends from the cavern ceiling behind the gnome, twisting unnaturally to face right side up. Two black eyes examine the small figure, each reflecting insultingly little light from the fire mere feet away. Reyna can't even call for help as the creature's relatively small beak opens up unexpectedly wide. Despite the screams, the gnome disappears without a sound. Reyna's companions remain unaware.
___
> ## Uros Juvenile
>*Large monstrosity, chaotic neutral*
> ###
> - **Armor Class** 15
> - **Hit Points** 136 (16d10+48)
> - **Speed** 40 ft., climb 40 ft.
> ###
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|20 (+5)|16 (+3)|12 (+1)|13 (+1)|9 (-1)|
> ###
> - **Saving Throws** Dex +8
> - **Skills** Insight +4, Intimidation +2, Investigation +4, Perception +4, Stealth +8
> - **Senses** darkvision 120 ft., passive Perception 14
> - **Languages** --
> - **Challenge** 7 (2,900 XP)
> ###
> ***Keen Sight.*** The uros has advantage on Wisdom (Perception) checks that rely on sight.
>
> ***Lithe.*** The uros can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, the uros ignores nonmagical difficult terrain and can fit through a space no smaller than five feet wide without squeezing.
>
> ***Seeping Silence.*** The uros is under a constant magical effect that renders its immediate area devoid of sound, as if by the Silence spell. This effect extends to any gear that the uros is carrying, any creature which it is grappling or that it has swallowed, and out in a 30-foot cone originating from its gaze. At the start of each of its turns, the uros determines which direction the cone faces. As it does not emit sound, the uros has advantage on Dexterity (Stealth) checks while this effect persists. This silence further intrudes into the minds of affected creatures, rendering their thoughts inaudible and preventing nonverbal methods of communication such as telepathy (both sending and receiving). An affected creature also has disadvantage on saving throws made to maintain concentration on spells, as it can no longer hear its own thoughts.
> ### Actions
> ***Multiattack.*** The uros makes three attacks: one with its beak or swallow attack and two with its talons.
>
> ***Beak.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (2d12 + 5) piercing damage, and the uros can choose to grapple the target (escape DC 15), provided it is Large or smaller. The uros may also choose to pull the creature up to 5 feet towards itself as part of the grapple. Until the grapple ends, the target is restrained, and the uros can't use its beak attack on another target.
>
> ***Swallow.*** The uros makes one beak attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the uros, and it takes 14 (4d6) acid damage at the start of each of the uros's turns. The uros can have only one creature swallowed at a time.
If the uros takes 20 damage or more on a single turn from the swallowed creature, the uros must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the uros. If the uros dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
>
> ***Talons.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) slashing damage.
\pagebreak
___
___
> ## Uros
>*Large monstrosity, chaotic neutral*
> ###
> - **Armor Class** 17
> - **Hit Points** 204 (24d10+72)
> - **Speed** 50 ft., climb 50 ft.
> ###
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|24 (+7)|17 (+3)|14 (+2)|16 (+3)|10 (+0)|
> ###
> - **Saving Throws** Dex +11
> - **Skills** Insight +7, Intimidation +4, Investigation +6, Perception +7, Stealth +11
> - **Senses** darkvision 120 ft., passive Perception 17
> - **Languages** --
> - **Challenge** 12 (8,400 XP)
> ###
> ***Keen Sight.*** The uros has advantage on Wisdom (Perception) checks that rely on sight.
>
> ***Lithe.*** The uros can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, the Uros ignores nonmagical difficult terrain and can fit through a space no smaller than five feet wide without squeezing.
>
> ***Seeping Silence.*** The uros is under a constant magical effect that renders its immediate area devoid of sound, as if by the Silence spell. This effect extends to any gear that the uros is carrying, any creature which it is grappling or that it has swallowed, and out in a 60-foot cone originating from its gaze. At the start of each of its turns, the uros determines which direction the cone faces. As it does not emit sound, the uros has advantage on Dexterity (Stealth) checks while this effect persists. This silence further intrudes into the minds of affected creatures, rendering their thoughts inaudible and preventing nonverbal methods of communication such as telepathy (both sending and receiving). An affected creature also has disadvantage on saving throws made to maintain concentration on spells, as it can no longer hear its own thoughts.
> ### Actions
> ***Multiattack.*** The uros makes three attacks: one with its beak or swallow attack and two with its talons.
>
> ***Beak.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage, and the uros can choose to grapple the target (escape DC 17), provided it is Large or smaller. The uros may also choose to pull the creature up to 10 feet towards itself as part of the grapple. Until the grapple ends, the target is restrained, and the uros can't use its beak attack on another target.
>
> ***Swallow.*** The uros makes one beak attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the uros, and it takes 21 (6d6) acid damage at the start of each of the uros's turns. The uros can have only one creature swallowed at a time.
If the uros takes 30 damage or more on a single turn from the swallowed creature, the uros must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 15 feet of the uros. If the uros dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
>
> ***Talons.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 12 (1d10 + 7) slashing damage.
> ### Legendary Actions
> The uros can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The uros regains spent legendary actions at the start of its turn.
>
> **Detect.** The uros makes a Wisdom (Perception) check.
>
> **Shift Gaze.** The uros shifts its gaze, redirecting the cone of Seeping Silence in any direction of its choosing.
>
> **Talons.** The uros makes an attack with its talons.
\pagebreak
___
> ### Lair Actions (Optional)
> Particularly powerful and well established uros may form a nest or lair. Such an uros may, at your discretion, possess some or all of the following lair actions. On initiative count 20 (losing initiative ties), the uros takes a lair action to cause one of the following effects; the uros can't use the same effect two rounds in a row:
>
> **Creeping Dark.** A chill wind rushes through the cavern as the surrounding shadows take their opportunity to approach. All nonmagical lights within 120 feet of the uros are extinguished. Any remaining light sources within this area are further dimmed; bright light becomes dim light and dim light becomes darkness. The effect ends on the next initiative count 20, but extinguished light sources remain extinguished.
>
> **Hush.** Sound escapes from a 20-foot radius sphere centered on a location that the uros can see within 120 feet of it. The area is considered under the effects of the uros's Seeping Silence feature. The area remains under this effect until the uros uses this lair action again or until the uros dies.
>
> **Luminance.** Bioluminescent organisms (such as odd patches of glowing moss or swarms of fireflies) become disturbed by the presence of nearby creatures. These organisms begin to glow in up to five 5-foot cubes, each in a space that the uros can see within 120 feet of it. Each cube emits dim light within its space. Each creature in one of these spaces when it appears or a creature that enters the space for the first time on a turn must make a DC 17 Dexterity saving throw. On a failed save, the uros immediately knows the creature's exact location, and the creature can't take the Hide action until the end of its next turn.
>
> **Tremor.** A tremor shakes the cavern interior, dropping minor debris and aggressively rocking large swaths of the floor. The uros chooses a point on solid ground that it can see within 60 feet of it. A 30-foot radius circle centered on the chosen point becomes difficult terrain until the next initiative count 20. Each creature standing in the space when it appears must make a DC 17 Strength saving throw, falling prone on a failed save.
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