Medium Monstrosity (Human), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 140 (16d8 + 68)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws WIS +5, CHA +7
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision 120 ft., Passive Perception 17
Languages Celestial, Infernal, Primordial, Telepathy
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Levitate. The joffee can levitate up to 20 ft above the ground at will, if it is not grappling another creature.

Psychic resistance. The joffee has advantage on Wisdom, Intelligence, and Charisma saving throws.

 Sunlight Sensitivity. The joffee has disadvantage on attacks and Perception checks when in direct sunlight.

Actions

Multiattack. The joffee makes two attacks, only one of which can be a siphon life attack.

Tentacle Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 4) bludgeoning damage. Creatures hit by this attack must make a DC 13 Strength saving throw or be grappled. No more than 2 creatures may be grappled in this way at a time.

Siphon Life. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the joffee, incapacitated, or restrained. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the joffee regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following dusk as a Otyugh under the joffee's control.

Awe. The joffee targets all creatures it can see within 20 feet of it. If the target can see the joffee, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed. While charmed the target is incapacitated and has speed of 0. The charm ends after one minute or if the creature takes any damage, or if the creature can no longer see the joffee.

Favour of Elder Gods (1/Day). The joffee magically calls 2d6 swarms of spiders (swarm of insects). While near a body of water, the joffee can call 2d4 giant octopuses (giant octopus) instead. The called creatures arrive in 1d4 rounds, acting as allies of the joffee and obeying its spoken commands. The beasts remain for 1 hour, until the joffee dies, or until the joffee dismisses them as a bonus action.

Legendary Actions

The joffee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The joffee regains spent legendary actions at the start of its turn.

Move. The joffee moves up to its speed.

Tentacle. The joffee makes one tentacle attack.

Siphon Life.(Costs 2 Actions). The joffee makes one siphon life attack.

Description

The Al'sen Joffee is humanoid in appearance, but has sallow skin and glowing yellow eyes. It's hair is an exotic colour, such as pink, red, blue, or purple. It wears dark cloaks to protect itself from sunlight and to hide the grotesque tentacles growing from its torso.

Lair and Lair Actions

A Joffee’s Lair

A joffee chooses a simple defensible location for its lair, such as a ruined castle, grotto, or partially flooded dungeon. It constructs a grand throne for itself from available materials and organic life such as moss, barnacles, seaweed, or plant roots.

 

Regional Effects

The region surrounding a joffee’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of spiders, squid, and worms in the region.
  • Plants within 200 feet of the lair grow thick and dense, and their stems and branches become twisted and thorny.
  • Shadows cast within 200 feet of the lair are unusually dark, reducing the effective distance of darkvision by half.
  • A creeping mist or fog clings to the ground within 200 feet of the joffee’s lair. The fog occasionally takes eerie forms, such as gaping mouths and writhing tentacles.

If the Joffee is destroyed, these effects end after 2d4 days.

Monster Tags: Misc Creatureabberationmonstrosity

Habitat: CoastalUrban

Agilemind

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