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.
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
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.
Comments