Underdark gift: If the Vandrafin were to take 10+ damage in a single hit, the attack does half damage.
Multiattack: The Vandrafin makes two tentacle attacks or two eye beam attacks.
Tentacle: +4 to hit, reach 50ft, deals 13(2d10+2) bludgeoning damage.
Eye ray: Reach 75ft, the target makes a DC13 Dexterity saving throw, on a failed save, roll a d8:
1 Red ray: The target takes 10(2d6+3) Fire damage.
2 Orange ray: The target takes 10(2d6+3) Acid damage
3 Yellow ray: The target takes 12(2d8+3) Lightning damage.
4 Green ray: The target takes 12(2d8+3) Poison damage.
5 White ray: The target takes 14(2d10+3) Cold damage.
6 Purple ray: The target takes 14(2d10+3) Psychic damage.
7 Black ray: The target takes 14(2d10+3) Necrotic damage and is blinded until the end of it's next turn, or if combat ends early.
8 Special: Make two eye ray attacks.
Deathly gaze: The Vandrafin stares into the targets eyes, and the target makes a DC11 Intellegence saving throw or be blinded until the end of their next turn.
Vandrafin Inspiration: The Vandrafin heals for 10(2d6+3) hit points.
If the Vandrafin is about to take damage, that instance of damage does half damage.
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Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
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Regional Effects
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