Amphibious. The AErid can breathe air and water.
Transient Presence. While underwater, the AErid is surrounded by transformative mist. A creature that touches the AErid or that hits it with a melee attack while within 5 feet of it must make a DC 17 Constitution saving throw. On a failure, the creature is maddened for 1d6 hours. The maddened creature can breathe only speak randomly.
Shifting Assault. The AErid can choose to change the damage type of an attack once every round of combat.
Telepathic Mimicry. If a creature speaks for longer than one minute within 100 feet of the AErid, the AErid can mimic their voice for 24 hours.
Magic Consumption. The AErid has 10 charges, it can use one for a legendary action, 3 to regain 25 hit points as a bonus action, 5 points to cast teleport and if it uses all the charges, it instantly dies.
Magic Growth. If the AErid is affected by a spell, it permanently gains hit points equal to the spells level X 2. Then roll a d6, on a 1-3 the spell acts normally, on a 4-5 it does nothing and on a 6, the spell affects the caster.
Multiattack. The AErid makes three claw/tail attacks or a bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 31 (5d10 + 6) piercing damage plus 7 (2d6) force damage. The target must make a DC 17 Constitution saving throw and take 47(4d10+25) necrotic damage or half damage on a successful saving throw.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage.
Tail Grapple. The AErid attempts to grapple a medium or smaller target within 35 feet. On a failed saving throw, the target takes 2d4+4 piercing damage and is pulled within 5 feet of the AErid.
The Aerid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The AErid regains spent legendary actions at the start of its turn.
Detect. The AErid makes a Wisdom (Perception) check.
Tail Swipe. The AErid makes one tail attack.
Unholy Claw. The AErid supercharges its claw attack, if it hits a creature by 3 or more over its armour class, it does a critical hit.
Fell Mark. The AErid chooses as target within 50 feet, in the next round of combat, the AErid has advantage on melee attacks on them and does an extra 1d6 damage.
Fell Screech(Costs 2 Actions). The AErid screeches in a 90 foot long and 30 foot wide cone, any creature in the cone must make a DC 22 Consitution saving throw or take 3d10+15 Force damage and become deafened.
Bite(costs 3 Actions).The AErid makes a bite attack
Description
AErid are creatures loyal to Illithids. They served them but spread like a plague. The Illithids tried to contain them, but the AErids animalistic minds and mimicry abilities ,ed the illithids to flee the colony. Even now, the AErids seek out their masters to serve, whilst the illithids hide, safe from them. At least, they want to believe...
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