Medium Beast, Unaligned
Armor Class 16 Natural armor
Hit Points 45 (6d10 + 15)
Speed 50 ft., Walk 15 ft.
STR
13 (+1)
DEX
17 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +6
Damage Vulnerabilities Cold, Fire
Condition Immunities Grappled
Senses Darkvision, Passive Perception 17
Languages Aquan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

anaerobe. Azu Azu doesn't need to breathe.

Actions

fin slash. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit 15 (2d10 + 5) [slashing] damage. 

Bite. Melee Weapon Attack: +7 to hit, reach 2 ft., 1 target. Hit: 10 (2d10) [peircing] damage. 

Acidic spit. RangedWeapon Attack: +3 to hit, range 5/15 ft., 1 target. Hit: 25 (4d10 + 5) [acid] damage.

Bonus Actions

As a bonus action, the Azu Azu can enter a wall as if it was water and gains a movement speed of 100ft while in the wall. whenever the Azu Azu is in a wall it can't be attacked directly and also can't attack anything. The only way to force the Azu Azu out of a wall is to break it.

Reactions

camouflage. In response to being frightened the Azu Azu will camouflage itself with its surroundings and attempt to escape.

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

the Azu Azu appears to be a cross between a man and a fish and always appears wet even if it has been out of water for several days. Everywhere the Azu Azu goes it leaves behind a trail of water almost as if it creates it from its own skin. Because of the water that constantly covers the skin of the Azu Azu, it is impossible for it to e grappled.

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: CoastalSwampUnderwater

astead666

Comments

Posts Quoted:
Reply
Clear All Quotes