Medium Monstrosity, Neutral Evil
Armor Class 17 Natural Armor
Hit Points 100 (20d10)
Speed 30 ft.
STR
10 (+0)
DEX
19 (+4)
CON
15 (+2)
INT
20 (+5)
WIS
12 (+1)
CHA
5 (-3)
Damage Immunities Poison
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 20
Languages Common, Elvish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Spores. Once every 3 turns, Avlomiter emits spores within a 30 foot radius of himself. Everyone within this 30 foot radius must make a DC 15 Dex save or take 3d6 acid damage and become infected with Avenus. He spends the rest of his next turn doing nothing.

Spellcasting. Avlomiter (Stage 3) is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Avlomiter has the following wizard spells prepared:
Cantrips (at will): acid splash, chill touch, poison spray
1st level (4 slots): longstrider, shield
2nd level (3 slots): acid arrow, blur
3rd level (2 slots): sending, stinking cloud, vampiric touch

Actions

Multiattack. Avlomiter uses his shortswords attack twice.

Vine. Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit: 11 (2d6 + 5) bludgeoning damage. Upon hitting the target, said target must make a DC 15 Con save or become paralyzed for 1 round.

Shortswords. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 16 (2d6 + 10) piercing damage.

Reactions

Spore Guard. Once every 3 turns, upon being successfully hit by a creature, Avlomiter releases spores onto his attacker. The target must make a DC 15 Con save or become paralyzed for 1 round in addition to 1d6 acid damage.

Description

He's...a lot.

Lair and Lair Actions

A metal dome-shaped home, Avlomiter's lair has several holes along the walls and ceiling that vary in size. Fungus and vines cover the space and hang from above. The lair stinks of rot and chemicals, and is exceedingly cold.

Lair Actions

On initiative count 5 (losing initiative ties), Avlomiter takes a lair action to cause one of the following effects; Avlomiter can’t use the same effect two rounds in a row:

  • Vines come out of the holes along the walls and tangle over the ground. This area becomes difficult terrain for 2 rounds before the vines return to where they came from.
  • Gas puffs out of the holes and coats the room. Every creature except Avlomiter must make a DC 17 Con save or spend their next turn retching and coughing. After 1 round, the gas dissipates.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/14/2020 9:26:48 PM
1
0
1
Coming Soon

Habitat: Urban

DrawingDruids

Comments

Posts Quoted:
Reply
Clear All Quotes