Large Ooze, Neutral
Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
1 (-5)
Skills Stealth +1
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages The aballin can understand Aquan but can't speak.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amorphous. The aballin can move through a space as narrow as 1 inch wide without squeezing.

Water Camouflage. The aballin has advantage on Dexterity (Stealth) checks made to hide in bodies of water.

Water Dependency. The aballin must be immersed in water for at least 1 hour every 24 hours, or it begins to weaken. While weakened, its movement speed is reduced to 5 feet, and its pseudopod attack deals half damage. It regains its full strength after being immersed in water for 1 hour.

False Appearance. While in its passive state, the aballin resembles a pool of ordinary water. A creature that touches the water or makes a successful DC 14 Wisdom (Perception) check can determine that the water is not natural and might be dangerous.

Languages. The aballin can't speak, but it can understand commands in Aquan.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) bludgeoning damage.  If the target is Medium or smaller, it is grappled (escape DC 13) and pulled into the aballin's body. The grappled target is restrained and unable to breathe while within the aballin's body. A creature restrained in this way can attempt to escape the grapple as an action, succeeding on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. A creature reduced to 0 hit points while within the aballin's body is released and falls prone in an unoccupied space adjacent to the aballin.

Engulf. The aballin moves up to its speed and can enter a Medium or smaller creature's space. The creature must succeed on a DC 13 Strength saving throw or be pulled into the aballin's space, taking 10 (3d6) acid damage and becoming restrained. The aballin can have only one creature engulfed at a time. If the aballin moves, the engulfed creature moves with it. The aballin can eject the creature as a bonus action, and the creature exits prone and ungrappled in a space adjacent to the aballin.

Water Jet (Recharge 5-6). The aballin expels a blast of water in a 20-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or be pushed 20 feet away from the aballin and knocked prone. The water can extinguish open flames and magic flames of 3rd level or lower.

Description

Also known as living water, aballins are fluid monsters that entrap and drown creatures who venture within their reach.

In their passive state, aballins give the appearance of large puddles of seemingly normal water, devoid of fish or other living creatures. Those looking down at the aballin often notice coins, jewelry, or other metal effects of the monster’s past victims resting beneath the surface of the water, apparently awaiting recovery. Though they resemble an elemental creature of Water, aballins are actually comprised of a weak acid which, over the course of three weeks, digests organic matter, leaving behind items made of metal. (Because of this, spells such as water breathing offer no help in surviving the effect of drowning in their fluids.)

Aballins have no language abilities.

Monster Tags: Elemental

Habitat: Underwater

Dracopolis

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