Medium Plant, Neutral
Armor Class 14 Natural Armor
Hit Points 52 (7d8 + 21)
Speed
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CON +5
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Prone
Senses Darkvision 60ft, Tremorsense 120ft, Passive Perception 10
Languages Common (understands but can’t speak)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Animate Trees. An algoid can innately cast the animate objects spell at will, requiring no components. Each casting animates two trees, which are all the algoid can control at a time. A newly animated tree takes one full round to uproot itself. Once free, trees act on the algoid’s turn.

Vulnerability to Water Magic. Control water and create/destroy water spells deal 3d6 piercing damage to an algoid.

Water Camouflage. An algoid has advantage on Dexterity (Stealth) checks when it has any type of standing water to blend into.

Actions

Multiattack. The algoid makes two Slam attacks.

SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. If an algoid scores a critical hit with this attack, the target must make a successful DC 14 Con saving throw or be stunned. The stunned creature can repeat the saving throw at the end of each of its turns; the condition ends on a successful save.

Mind Blast. Each creature in a 60-foot cone must make a successful DC 13 Intelligence saving throw or be stunned for 3d4 rounds.

Bonus Actions

None

Reactions

None.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Algoids often resemble green humanoids, though they can just as easily take the appearance of a mound of green sludge or even spread out to blend into a scum-covered pool. The creature is not one being; it is an intelligent colony of algae awakened through some means. Usually this is through a magical accident, though some scholars believe an overuse of magic in fragile natural settings can cause an algoid to form. Others say the algoid is a natural magical expression tied to marshes and swamps, and the ability of the algoid to “awaken” trees to join in the defense of its home lends some credence to this theory.

The “skin” of an algoid is coarse and rough with a leafy texture. In its natural surroundings, it is nearly invisible until it attacks. Algoids use this natural camouflage when prey is nearby. The algoid lies in wait, submerged in water or a bog, as it watches its prey. When a potential victim passes nearby, the algoid springs to attack. It is roughly humanoid in shape and resembles a green humanoid. Algoids make their lairs in marshes and swamps. They are often encountered with other marsh-dwelling sentient plants; though never with shambling mounds (they hate them and usually attack them on sight).

The algoid is 7 feet tall and weighs about 300 pounds. In its natural surroundings, it is nearly invisible until it attacks and uses this to its advantage when prey is nearby. The “skin” of an algoid is coarse and rough with a leafy texture. The algoid often lies in wait, partially submerged in water or a bog, until its prey passes nearby. It springs to attack with its powerful fists when its opponents come within range.

nter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Forest

dagonvein

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