Medium Aberration, Neutral Evil
Armor Class 16 Natural Armor
Hit Points 88 (10d8 + 20)
Speed 60 ft., walk 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +6
Skills Acrobatics +6, Athletics +6, Stealth +8, Survival +6
Damage Resistances Necrotic
Damage Immunities Psychic
Condition Immunities Blinded
Senses Blindsight 120ft, Passive Perception 12
Languages Deep Elven
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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.

 

Actions

Multi-attack.  Attacks three time, either with its Trident or Longbow.

Trident. Melee Weapon Attack: +6 to hit. Hit: 7 / 9 (1d6 + 3 / 1d8 + 3) Ranged Weapon Attack: Range 20/60, +6 to hit. Hit: 7 (1d6 + 3)

Longbow. Ranged Weapon Attack: Range 150/600, +6 to hit. Hit: 9 (1d8 + 3)

Net. Ranged Weapon Attack: Range 5/15, +6 to hit. Hit: 0 (see Special)

Gaze of the Deep. Creature opens one of its “eyes” targeting one creature that it can sense within 60ft. Target makes a DC 15 Sanity save, on a failure target gains a short term Insanity. This ability can be regained with a 5 or 6 on a d6, otherwise it's only usable once a day.

Mind Rending Scream. Creature opens its mouth and “eyes”, unleashing a soul-piercing scream. Creatures in 30ft radius centered on creature need to make a DC 15 Constitution save. On a failure, creature takes 4d4 Psychic damage and is stunned for 1d4 Rounds. Half as much damage on success. Usable once per day. Has no effect on Creatures immune to psychic damage.

 

Reactions

Defensive Scramble. When melee attacker makes an attack against this creature, it must make DC 15 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

The Adolescent stage of the Abyssal Sea Elf Descendants, Soldiers are sent in groups of 2 to 10 and are very rarely seen alone. This stage makes up the bulk of the Abyssal Sea Elf forces. Having passed the childhood stage, they now attack ships with the intent to kill, sneaking aboard and slaughtering all they find. Leaving ghost ships behind as a sort of nest, laying eggs and leaving bodies as sustenance for their horrid spawn. These nests are usually unguarded, as their nature not only deters creatures that would feast upon their children, but invites curious surface dwellers as fresh victims. 

Now much more intelligent than previous stages, they seek to kill all surface life as is the will of their Lady. if they spot any Sea Elf who has not been turned or headed the call, they will attempt to capture them and forcible bring them to their Lady or the Nearest Awoken. All other species are killed indiscriminately, and then devoured. Though they have lost their long teeth, they still are primarily meat eaters.

Monster Tags: abberationelf

Habitat: CoastalUnderwater

Nightsoul

Comments

Posts Quoted:
Reply
Clear All Quotes