Large Beast, Chaotic Evil
AC 12    Initiative +2 (12)
HP 60 (8d12 + 8)
Speed 40 ft.
Mod Save
STR 19 +4 +4
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 1 −5 −5
WIS 10 +0 +0
CHA 3 −4 −4
Skills Perception +2
Immunities Lightning
Senses Blindsight 10 ft.; Passive Perception 12
Languages None
CR 2 (XP 450; PB +2)
Traits

Water Breathing. The chaos eel can breathe only underwater.

Electric Feel. When the chaos eel would take Lightning damage, it instead absorbs the energy and takes no damage. On its next turn, the chaos eel can release this energy as an Action in a 15ft. Emanation until the end of its following turn. Any other creature's speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature takes 9 (2d8) Lightning damage. 

Actions

Multiattack. The chaos eel makes two Bite attacks. 

Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage.

Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the chaos eel can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14).

Bonus Actions

Slippery Snake. The chaos eel can Disengage as a Bonus Action only if it used its Bite attack this turn. 

Description

Flotsam and Jetsam, featuring MGMT. The Chaos Eel was created to be used as a pair along side Echidis, Crone of the Seas, another homebrew monster of mine. It's base is a Giant Constrictor Snake, scaled to Large from Huge. 


Electric Feel. If this seems a little confusing, it's just a modified version of Spirit Guardians without the Wisdom saving throw that can't be "cast" without the triggering effect. I've listed it as a Trait rather than an Action (though it does cost an Action to activate) for this reason. 

Habitat: Underwater

spider_babe_

Comments

Posts Quoted:
Reply
Clear All Quotes