Medium Plant, Unaligned
Armor Class 11
Hit Points 22 (5d8)
Speed 15 ft., Swim 10 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
4 (-3)
WIS
3 (-4)
CHA
1 (-5)
Damage Resistances Fire
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

False Appearance. While the algoid remains motionless, it is indistinguishable from an ordinary colony of algae.

Actions

Animate Kelp (1/Day). The algoid magically animates one 10-foot patch of kelp it can sense within 60 feet of it. An awakened kelp (see monster entry) acts as an ally of the algoid. The kelp remains animate for 1 day or until it dies; until the algoid dies or is more than 60 feet from the kelp; or until the algoid taes a bonus action to turn it back into inanimate kelp.

Mind Blast (1/Day). The algoid magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 11 (2d8 + 2) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) bludgeoning damage. 

Description

This noxious, slimy mass of algae coalesces into a roughly humanoid shape with indistinct features and a coarse, green body.

NOTE: The algoid is not immune to bludgeoning damage that is from nonmagical attacks - unfortunately the option to specify that is not given in the monster builder.

This monster is taken from Original Adventures Reincarnated 6: The Temple of Elemental Evil, from Goodman Games.

GMJone

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