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