Small Aberration, Neutral Evil
Armor Class 14 Natural Armor
Hit Points 30 (5d6 + 10)
Speed 45 ft., walk 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
Skills Acrobatics +5, Athletics +4, Stealth +7, Survival +4
Damage Resistances Necrotic
Damage Immunities Psychic
Condition Immunities Blinded
Senses Blindsight 120ft, Passive Perception 12
Languages Deep Elven
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Limited Amphibious: can breathe both air and water, however must return to the Sea once per 'day’ for at least an hour or begin suffocating.

Fey Ancestry: Immune to magical sleep, Advantage to saves on charm effects.

Sonar: Being Deafened causes creatures blindsight range to be cut in half while within water, to 10ft while on land.

Abyssal Sea Mastery: While submerged within the Abyssal Sea, this creature cannot be attacked by non magical sea creatures, and can communicate with said sea creatures through crude psionics. Also gains Advantage on Stealth Checks as well as Survival Checks for tracking while submerged.

Sneak Attackcreature deals an additional 2d6 damage if it hits with its dagger while it has advantage, or if another ally is within 5ft of the target

 

Actions

Multi-attack.  Attacks with both Bite and Dagger. 

Bite. Melee Weapon Attack: +4 to hit. Hit: 4 (1d4 + 2) Piercing damage. 

Dagger. Melee Weapon Attack: +5 to hit. Hit: 5 (1d4 + 3) Piercing damage

Reactions

Defensive Scramble. When melee attacker makes an attack against this creature, it must make DC 13 Wisdom save. if it fails disadvantage on all attack rolls until the end of its next turn, the triggering attack also fails to hit. Creatures Immune to Psychic damage are immune to this ability. 

Description

While only slightly stronger than their Hatchling stage, Abyssal Sea Elf: Assassins are dangerous if they catch their prey off guard. Still considered at a youth stage in their life cycle, they have since been trained in the ways of silently killing entire ships worth of targets. Sent by the Abyssal Sea Elf forces to secure low priority ships, usually in pairs or up to groups of 6. In a head on fight, Assassins run away at the first sign of being outnumbered, sometimes following ships or clinging to their undersides until their prey have lowered their guard to try again.

They stand around 3ft tall, and weigh only around 60 lbs. Their bodies are extremely thin and gaunt, their teeth still razor sharp. While they haven't mastered their Psychic abilities yet, they can still unintentionally react with them when threatened.

Monster Tags: abberationelf

Habitat: CoastalUnderwater

Nightsoul

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