Beguiling Presence: The Algas has a presence that allows it to control anything in a 10ft radius. Players must perform a DC 8 will save to resist the effects.
Discreet Behavior: The Algas has an advantage in stealth checks.
Aquatic Breathing: The Algas can breathe both on land and water.
Lure: The Algas sings an alluring song, increasing its controlling radius to 20ft for 2 rounds.
Multiattack: The Algas performs 2 Sic attacks.
Sic. The Algas bites its opponent, releasing a toxin into their bloodstream. Melee Weapon Attack: +2 to hit, reach 1 ft, 1 target. Hit: 8 (2d6 +1) piercing damage. Players must succeed a DC 10 Con save or take 1d4 poison damage per round for 4 rounds and be poisoned.
Tail Beat: The Algas beats its opponent with its tail. Melee Weapon Attack: +2 to hit, reach 3 ft, 1 target. Hit: 13 (5d4 +1) bludgeoning damage. Players must preform a DC 8 Con save or be knocked prone.
Kelp Mortar: The Algas forms part of its body into a ball of pure poison, (Recharge: 1 round). Melee Weapon Attack: +4 to hit, reach 0/60ft, 1 target. Hit: 19 (4d8 +1) poison damage. If successful, the opponent will be left poisoned.
Plague Bearer: Anything touched by the Algas will be poisoned for 5 rounds, players can shorten this by 2 rounds if the succeed a DC 10 will save.
Toxic Remedy: If the Algas is hit with poison damage, an eighth of the damage will be used to heal itself.
Description
Algas are serpentine creatures that have the ability to gracefully glide upon air using there many kelpy wings. Algas have a plantlike yet draconic body and an ethereal glow, its body soaked in swamp water and mud yet still hauntingly grand. Because of this, these creatures are often mistaken for dragons or for incorporeal beings. Travelers often commend themselves to Algas in hopes of safe passage through the swamps they inhabit. Contrary to travelers beliefs, Algas are territorial and hostile, no amount of prayers can appease these beasts from striking their foes down where they stand.