Medium Elemental, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 126 (12d8 + 60)
Speed 30 ft., Burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
17 (+3)
CHA
9 (-1)
Saving Throws CON +9
Skills Athletics +9, Intimidation +2, Perception +5, Stealth +5
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Petrified
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 15
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Whispers of Madness. As a bonus action, the Agrillo chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or suffer a random effect. Roll a d6 to determine the effect:

1. Crippling fear: The target is overcome with a paralyzing fear and is considered  grappled by the fear (escape DC 13). Until this fear ends, the target is restrained. The agrillo can use a bonus action to release the target, which is also freed if the agrillo dies or becomes incapacitated.

2. Self loathing: The target is filled with disgust and hatred and feels the need to harm themselves. The target must take at least 1 point of damage before the end of their turn or suffer 2d6 psychic damage.

3. Terror: The target is terrified and must use their full turn to flee from the source of the fear.

4. Paranoia: The target considers everyone an enemy. While under the effect, the target must use their reaction to take an attack of opportunity if able. At the end of the targets turn, they must attack the nearest target.

5. That's not a sword..: The target believes that their weapon is something dangerous like a snake or similar. The target must drop their weapon or take 1d6 psychic damage at the end of their turn.

6. Hallucination: The target sees a dizzying array of coulors and hallucination. The target is stunned until the end of their turn. After that, roll the d6 again to determine the new effect.

Targets can attempt to break free from the effect at the end of their turn. If the agrillo takes damage, it must succeed on a concentration check, or lose the effect on one affected target determined randomly. The agrillo can only affect up to three tagets at a time. Constructs and undead are immune to this effect.

Innate Spellcasting. The agrillo’s innate spellcasting ability is Wisdom (save DC 14). It can innately cast the following spells, requiring no components:

At will: commune with nature, meld into stone, stone shape

3/day each: Phantasmal force, Shatter

1/day each: Phantasmal killer, Otto’s irresistible dance

Stone Camouflage. The agrillo has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The agrillo makes two attacks with its rock fist

Rock fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.

 

Habitat: DesertForestMountainUnderdark

Ichan

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