Lure. The abyssal wyrmling has a glowing lure above it's head which sheds dim light within 5 ft of it. The wyrmling can use it's bonus action to increase the light up to 15 ft bright light and 15 ft dim light or snuff it out completly.
Limited Telepathy. The Abyssal Wyrmling can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Limited Telekinesis. The Abyssal Wyrmling can magically manipulate objects using its psionic power. The wyrmling can lift up to 10 pounds worth of objects it can see within 30 ft of it. This manipulation is not precise enough to attack, pick locks or wield items or weapons.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Psychic Discharge (Recharge 4-6) The abyssal wyrmling errupts in discordant psionic energy. Each creature within 5 ft of the wyrmling must succeed on a DC 12 Wisdom saving throw or become Confused as per the spell until the end of the wyrmling's next turn.
Description
The abyssal wyrmling is a roughly one to two foot long serpent which resembles an eel. Its black, slick hide is marred with strange protrusions of bone and from time to time psychic energy crackles along its fins. Upon a stalk, on its head rests a bioluminescant lure which shifts in colour, shape and brightness. Even outside water it seems to glide through air as if swimming.
Despite it's twisted and alien appearance and abberant origin, the abyssal wyrmling is akin to a mutated deep sea beast and doesnt carry the same malice its abyssal kin share. Despite being intelligent it is content on merely observing and hunting, for what ends it is unknown as they often serve as messengers and spies for the likes of aboleths and krakens.
Powerful spellcasters with a connection to the sea might be to call upon an Abyssal Wyrmling to serve as their familiar.
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