Large Aberration, Any Alignment
Armor Class 14
Hit Points 57 (9d10 + 8)
Speed 30 ft., Hover
STR
17 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws STR +5, CON +6, INT +5
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Stunned
Senses Passive Perception 16
Languages Undercommon
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Underdark gift: If the Vandrafin were to take 10+ damage in a single hit, the attack does half damage.

Actions

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.

 

Bonus Actions

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.

Reactions

If the Vandrafin is about to take damage, that instance of damage does half damage.

Legendary Actions

None

Mythic Actions

None

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

None

Regional Effects

None

 

Habitat: Underdark

Espen0711

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