Medium Humanoid, Any Non-Good Alignment
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
15 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws CON +4
Skills Deception +5, Perception +2
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 12
Languages Abyssal, Common, Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

 Shapechanger. The Aberascoth can use it's action to turn into a Constrictor Snake or back into it's true form. It retains it hit points, intelligence and wisdom scores. Any equipment it is wearing or carrying isn't transformed. It doesn't change form when it dies. 

Venomous Fangs. As an action, the Aberascoth can coat his weapons and arrows in venom. All of it's weapon attacks deal an extra 5(2d4) poison damage, and it's Bite attack deals an extra 10(3d6) poison damage. 

Actions

Scimitar (Aberascoth Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 5(1d6 + 2) piercing damage, plus 5(2d4) poison damage if it has it's Venomous Fangs active. 

Longbow (Aberascoth Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft, one target. Hit: 6(1d8 + 2) piercing damage, plus 3(1d6) poison damage if it has it's Venomous Fangs on. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

adgevmd

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