Medium Humanoid (Elf, Shapechanger)
Armor Class 18 Natural Armor
Hit Points 212 (25d8)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +9, DEX +7, WIS +6
Skills Acrobatics +7, Athletics +9, Perception +6
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elvish
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Crystal Eye. When the bionoid transforms into its monster form, its crystal eye is revealed. If a creature scores a critical hit on an attack against the bionoid while its crystal eye is exposed, the bionoid is vulnerable to the damage dealt by the attack. If the bionoid dies but its crystal eye isn't destroyed, it can be revived by coming into physical contact with another living creature. If a living creature touches the crystal eye, the creature must roll a DC 12 Dexterity saving throw. On a failed save, the eye embeds into the creature, killing the creature and reviving the bionoid. If the creature is an orc, the egg instead explodes into a cloud of corrosive acid, dealing 13 (2d12) acid damage to the orc. While in this state, the crystal eye has an AC of 10 and 45 hit points. If the crystal eye's hit points are reduced to 0, it is destroyed.

Standing Leap. The bionoid's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Crushing Grapple. If a creature is grappled by the bionoid, it takes 8 (2d8) bludgeoning damage at the start of each of its turns.

Fey Ancestry. The bionoid has advantage on saving throws against being charmed, and magic can't put the bionoid to sleep.

Actions

Multiattack. The bionoid can make three attacks; one with its double-bladed halberd, one with it forearm blades or spiked fists, and one with its heel spurs.

Double-Bladed Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage, or 17 (2d12 + 5) slashing damage while in its monstrous form.

Forearm Blades. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage, or 15 (2d10 + 5) slashing damage while in its monstrous form.

Spiked Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, or 13 (2d8 + 5) piercing damage while in its monstrous form.

Heel Spurs. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage, or 21 (4d8 + 5) slashing damage while in its monstrous form. If the bionoid rolls a 20 on its attack roll, the target must make a DC 17 Dexterity saving throw. On failed save, one of the creature's heads is cut off. The creature dies if it can't survive without the lost head. If the creature is immune to slashing damage, doesn't have or need a head, has legendary actions, or is two sizes larger than the bionoid, the creature is immune to this effect. If the creature is immune, it instead takes 24 (6d8) slashing damage from the hit. 

Energy Burst (Recharge 5-6). The bionoid opens the twin dorsal fins on its chest to reveal a highly charged membrane. The bionoid then discharges a 30-foot cone of crackling electricity. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 38 (11d6) lighting damage on a failed save, or half as much damage on a successful one.

Monstrous Transformation (Recharges after a Short or Long Rest).  For 1 minute, the bionoid transforms into its monster form, increasing its size along with anything it is wearing or carrying. While transformed, the bionoid is large, doubles its damage on Strength-based attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the bionoid lacks the room to become large, it attains the maximum size possible in the space available.

Bonus Actions

Double-Bladed Halberd.  If the bionoid attacks with its double-bladed halberd as a part of its multiattack feature on its turn, it can use a bonus action immediately after to make a melee attack with it. On a hit, this attack deals 8 (1d6 + 5) slashing damage, or 11 (2d6 + 5) slashing damage while in its monstrous form, instead of 11 (1d12 + 5) slashing damage, or 17 (2d12 + 5) slashing damage while in its monstrous form.

Monster Tags: elfhumanoid

TheBipolarDiceRoller

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