Small Construct (Elemental), Unaligned
Armor Class 18 (natural armor)
Hit Points 55 (8d12 + 10)
Speed 60 ft., Fly 1500 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +6, WIS +5
Skills Athletics +10
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Invisible, Prone, Restrained, Unconscious
Senses Blindsight 60 ft., Passive Perception 13
Languages Primordial understands Common but cannot speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Freedom of Movement. The Avokah ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Damage Transfer. While grappling a creature, the Avokah takes only half the damage dealt to it (rounded down), and the grappled creature takes the other half in lightning damage.

Innate Spellcasting. The Avokah's innate spellcasting ability is Dexterity (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: Shocking Grasp
  • 3/day: Thunderwave, Witch Bolt
  • 1/day: Lightning Bolt

Electric Surge. When the Avokah is hit with a melee attack, the attacker must make a DC 17 Dexterity saving throw or take 12 (4d6) lightning damage.

Speed Burst (Recharge 5-6). The Avokah can take the Dash action as a bonus action. Additionally, when it uses this ability, it leaves a trail of static electricity in its wake for the rest of the round. Creatures that move through the space the Avokah moved through during this turn must succeed on a DC 17 Dexterity saving throw or take 6 (2d6) lightning damage.

Elemental Nature: The Avokah doesn't require air, food, drink, or sleep.

Keen Senses: The Avokah has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Variable Illumination. The Avokah sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The Avokah can alter the radius as a bonus action.

Actions

Multiattack. The Avokah makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. the target must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the Avokah is within line of sight, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage + 5 (1d10) Lightning damage.

Lightning Discharge (Recharge 6). The Avokah releases a burst of lightning in a 20-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

 

Bonus Actions

Haste (Recharge 5–6). Until the end of its next turn, the Avokah magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its bite attack as a bonus action.

Reactions

Reactive Dodge. When a creature the Avokah can see attacks it with a ranged attack, it can use its reaction to impose disadvantage on the attack roll.

Description

The Avohkah were created as a result of the processes being used to ready Karda Nui for operation, before the Av-Matoran settled there. When they first appeared, the Av-Matoran believed that they were simply lightning, until several of them were killed by the creatures. The Toa Mata were summoned to defend the Matoran. After several months, they successfully rid the universe core of the creatures. Avohkah resembled bolts of lightning in appearance, power and speed. They were also sentient and extremely dangerous.

 

Encountering an Avokah

When the players encounter an Avokah, they should be prepared for a challenging fight. The Avokah can be a formidable adversary in any environment, particularly in regions with dense foliage or rocky outcroppings where it can utilize its speed to maximum effect. Dungeon Masters can use the Avokah as a guardian of ancient ruins, a territorial beast defending its lair, or a wandering predator in a dark forest, jungle or arid demiplane.

Using Avokah in Your Campaign

Incorporate the Avokah into your campaign as a unique elemental threat. Perhaps they guard a sacred site or serve as a challenge to test the players' stealth and combat prowess. Alternatively, an Avokah could be a misunderstood creature, only attacking because its territory is threatened, leading to potential role-playing opportunities where the players must navigate a diplomatic solution to avoid further conflict.

By leveraging their elemental abilities and high-speed stakes, an Avokah can provide a memorable and engaging encounter for your D&D campaign, offering both combat and strategic challenges for your players.

Usage Tips for DMs

  • Speed and Mobility: The Avokah's high speed and flying ability make it an excellent hit-and-run attacker. Utilize its Speed Burst and Reactive Escape to keep it moving, making it difficult for players to pin down.
  • Electric Abilities: Its electric-themed attacks and resistances can be challenging for players who rely heavily on melee attacks. Encourage strategic thinking and teamwork.
  • Environmental Effects: Consider placing the Avokah in stormy or electrified environments to enhance its thematic presence and to give it additional tactical advantages.

Roleplaying an Avokah

The Avokah might not really communicate verbally, but its actions can be interpreted as powerful and protective. It might guard a specific area or object, responding aggressively to intruders and standing its ground if it perceives an overwhelming threat. Players might also encounter an Avokah in the midst of a supernatural artificial lightning storm, with its presence exaggerating the storm based on its disposition.

This stat block should provide a balanced yet challenging encounter for a party of adventurers, reflecting the Avokah's unique attributes from the Bionicle universe within the D&D framework.

Monster Tags: Misc Creatureconstruct

Habitat: Underdark

Silversnak

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