Tiny Aberration, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 10 ft., Swim 60 ft.
STR
7 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +5, WIS +3, CHA +5
Skills Deception +12, Insight +14
Damage Vulnerabilities Radiant
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Telepathy 100 ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The Avgrunns can breathe air and water.

Magic Resistance. The Avgrunns has advantage on saving throws against spells and other magical effects.

False Appearance. While the avgrunns is not submerged in water, it appears to be Pseudodragon to the creature that rely on non-magical sight

Innate Spellcasting. The Avgrunns's innate spellcasting ability is Charisma (spell save DC 13). The Avgrunns can innately cast the following spells, requiring no components:

At will: Mind Silver
1/day: Mind Thrust
Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Wisdom saving throw or become charmed for 1 minute. if the attack hit, the target unaware of the attack and its effect.

 

Description

This deep-sea nightmare feeds on a much bigger monstrosity by charming them and slowly eating them alive while its prey is fully aware of their own fate.

The Avgrunns features resemble its own form before it was tainted by influent of many deities from the deep. its skin turns transparent, shell hardens, mind corrupts.

Lair and Lair Actions

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2021 12:25:15 PM
14
2
1.0
Coming Soon

Monster Tags: abberation

Habitat: Coastal

Alvid

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