Medium Fiend (Yugoloth), Neutral Evil
Armor Class 12 Natural Armor
Hit Points 48 (8d6 + 16)
Speed 40 ft.
STR
8 (-1)
DEX
15 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws INT +6
Skills Stealth +5
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft, Passive Perception 11
Languages Abyssal, Infernal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Flyby. The Actinoloth doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Spellcasting. The Actinoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

 At will: darkness, mirror image,  invisibility (self only), sleep

1/day each: shield, ray of enfeeblement

Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) slashing damage and 4 (2d4) cold damage. 

Freezing spit. Ranged Weapon Attack: +5 to hit, range 30/90 ft., 1 target. Hit: 7 (2d4 + 3) cold damage. On a hit, the targeted creature cannot make reactions until the start of its next turn.

Description

A type of Yugoloth, Actinoloth's prefer to act in the night and take out those who don't suspect anything. Joining Master's that will allow them to sneak behind enemy lines and slice throats unseen. Despite their preferred work being on the stealthier sides, Actinoloth's also enjoy planning ambushes and traps for their targets. 

Any win is a win for an Actinoloth and it enjoys in finding new ways to take away the chance of an honorable death from a creature. They often take mementos for their missions, whether it be a framed portrait in the house of a slain target or their sliced off finger.

TheBonkSmith

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