Large Humanoid, Lawful Evil
Armor Class 16 Natural armor
Hit Points 54 (12d8)
Speed 30 ft., swim 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +5
Skills Stealth +2, Survival +4
Senses Blindsight 30 ft., Passive Perception 11
Languages Common Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The abnai can breathe air and water.

Blood Frenzy. The abnai has advantage on melee attack rolls when the abnai doesn't have all its hit points.

Water Dependency. If the abnai fail to immerse itself in water for at least 1 hour during a day, it suffers one level of exhaustion at the end of that day. It can only recover from this exhaustion through magic or by immersing itself in water for at least 1 hour.

Actions

Multiattack. The abnai makes two attacks with its claws.

Small Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The abnai has two claws, each of which can grapple only one target.

Giant Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) slashing damage, and the target is grappled (escape DC 12). The abnai has two claws, each of which can grapple only one target.

Description

Abnai are a tribe of crab-people who dwell in the murky depths. When an Abnai’s exoskeleton is penetrated, it is overcome by a frenzy for blood.

Previous Versions

Name Date Modified Views Adds Version Actions
1/2/2021 2:18:50 PM
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Habitat: CoastalSwampUnderwater

leozagallo

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