Medium Humanoid (Dwarf), Neutral Evil
Armor Class 15 Natural armor
Hit Points 65 (10d8 + 20)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
Senses Passive Perception 14
Languages Dwarven, Abyssal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Stone Camouflage. The afflicted has advantage on Dexterity (Stealth) checks made to hide in rocky or stony terrain.

 

Actions

Multiattack. The afflicted makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

 

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

Afflicted are banished members of Abyssimar, marked by their continued use of Red Abyssia. They have a twisted and paranoid demeanor, constantly on edge. Their bodies bear signs of their addiction, with pale and mottled skin, and their eyes gleaming with a reddish tint.

The afflicted are adept at blending into rocky or stony terrain, using their Stone Camouflage ability to hide and ambush unsuspecting foes. Their attacks are swift and vicious, employing biting and slashing attacks to overwhelm their enemies. In desperate situations, they can unleash a devastating wave of rock spikes, inflicting piercing damage to multiple targets.

Beware the afflicted, for their connection to Red Abyssia has driven them to madness. Their banishment to the depths of Abyssimar has made them ruthless and dangerous adversaries, always seeking to protect their hidden secrets and strike fear into the hearts of those who venture into their domain.

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.

Haelun