Medium Aberration, Typically Chaotic Good
Armor Class 15 Natural Armor
Hit Points 22 (4d4 + 12)
Speed 30 ft., swim 30 ft.
STR
7 (-2)
DEX
18 (+4)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +6, CON +5
Skills Perception +2
Damage Resistances Necrotic
Condition Immunities Charmed, Paralyzed
Senses Darkvision 60 ft., Passive Perception 13
Languages Deep Speech None
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

**Abyssal Bond**: The Abyssal Eel shares a telepathic connection with its master (Altherion). As long as they are within 100 feet of each other, the Eel can communicate emotions and simple ideas telepathically.

**Amphibious**: The Abyssal Eel can breathe both air and water.

**Ghostly Corporeal**: The Abyssal Eel exists as a spectral entity, allowing it to partially phase through solid objects. It can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 1d10 force damage. While submerged in water, it appears translucent and can use this trait to evade attacks, giving it advantage on Dexterity saving throws.

**Abyssal Bonding**: As an action, the Abyssal Eel can merge with your weapon, imbuing it with abyssal energy for 1 minute. While bonded, your weapon gains a +1 bonus to attack and damage rolls, and all damage dealt by the weapon is considered necrotic damage. You can use this ability once per short or long rest.

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: (1d6 + 4) Piercing damage plus (1d6) necrotic damage.

Abyssal Strike (Recharge 5-6). The Abyssal Eel releases necrotic energy into a 15-foot line. Each creature in that line must make a Dexterity saving throw: +4 (DC 14) or take (3d6) necrotic damage.

Reactions

**Eel's Evasion**: When the Abyssal Eel is targeted by an attack, it can use its reaction to gain advantage on its next Dexterity saving throw. If the saving throw is successful, it takes no damage instead of half damage.

Shadowmoon05

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