Large Fey, Neutral Evil
Armor Class 17
Hit Points 68 (12d10 + 12)
Speed 35 ft.
STR
9 (-1)
DEX
13 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws WIS +6
Damage Vulnerabilities Fire
Damage Resistances Cold, Radiant
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Deafened
Senses Passive Perception 16
Languages Elvish, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Mesmerizing Show. The Akucornu spreads it wings which glow in mesmerizing illusion. Anyone looking at the Akucornu within 20 ft must make a DC 14 WIS saving throw or be Stunned for 2 turns. The stun ends when the target takes any damage.

Multiattack. The Akucornu makes two attacks, one with a bite and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, 1 target. Hit: 12 (1d10 + 5) piercing damage. 

Tail Whip. Melee Weapon Attack: +5 to hit, hit 10 ft, 1 target. Hit:  10 (1d8 + 5) bludgeoning damage.

Bonus Actions

Psychedelic Patterning: As a bonus action, the Akucornu changes the colours on its wings for various effects:

  • Solar light: The Akucornu's wings shine bright, ranged attacks against the Akucornu are made at disadvantage. (lasts until changed)
  • Strobing beat: The Akucornu's wings scroll a strobing white light, melee attacks against the Akucornu are made at disadvantage. (lasts 2 turns or until changed)
  • Intoxicating spiral: The Akucornu's wings begin to swirl with vibrant colours, upon making a melee attack against the Akucornu, its wings surround the aggressor, the creature must make a DC 11 WIS saving throw or be stunned for one round, the stun ends when the target takes damage. (lasts 2 turns or until changed)
  • Dizzying imagery: The Akucornu's wings swirl and strobe, creating seizure inducing patterns, any creatures within 20 ft looking at the Akucornu must make a DC 16 CON saving throw or begin to vomit uncontrollably, while this is happening the creature is to be considered incapacitated. (lasts 1 turn)

A pattern cannot be used in succession of itself, the pattern must be changed or left blank for 2 turns before using the pattern again.

Reactions

Defensive Shine. After being reduced to half health, the Akucornu may curl into a ball, covering itself with its wings which shine brightly, any onlooker within 30 ft must make a DC 16 CON saving throw or be blinded for 1d4 turns.

(This can only be used once per day)

Description

The Akucornu is a large serpentine creature that sports a set of giant pixie wings.

The wings contain various pigments that the Akucornu can change at will. It often uses this ability in combat, creating almost hallucinogenic patterns to memorize, blind or sicken its opponent.

 

Akucornu are predatory creatures, they enjoy mesmerising their prey with their wings, hypnotising them into staying still as the Akucornu tears through their flesh.

 

Monster Tags: fey

YaBoiCringe

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