| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 21 | +5 | +9 |
| CHA | 24 | +7 | +11 |
Poison: An avolakia delivers its poison (Constitution save DC 18 to negate) with each successful bite attack. The target takes 1d6 Wisdon damage with the attack. At the end of the target's next turn, they may repeat the saving throw. If they succeed the poison runs its course and no additional effects apply. If they fail the target takes another 2d6 Wisdom damage.
Spell-like Abilities: Caster level 14th; save DC 19.
- at will: chill touch, cause fear, detect magic, gentle repose, mage hand, polymorph self (humanoid form only)
- 3/day: animate dead, create undead, enervation, vampiric touch
Defensive Aura: An avolakia has a +6 magic bonus to AC. This ability is always in effect.
Regeneration: An avolakia regains 10 HP at the start of each of its turns. This effect does not work if it takes Acid damage before its turn.
Slippery: Because of the slime it constantly exudes, an avolakia has advantage on Dexterity (Acrobatics) checks to escape a grapple or remove the restrained condition.
Spellcasting: The avolakia is an 8th level abberrant mind Sorcerer with the following spells learned (Spell save DC 19, Spell attack roll +11):
- Cantrips (at-will): Mind sliver, minor illusion, toll the dead, infestation
- 1st level (4 slots): arms of Hadar, dissonant whispers, silvery barbs, shield
- 2nd level (3 slots): detect thoughts, mind spike, mind whip, hold person
- 3rd level (3 slots): vampiric touch, fear, hunger of Hadar, sending
- 4th level (2 slots): evard's black tentacles, summon aberration, blight
Metamagic: (8 sorcery points) The avolakia knows the Twinned Spell (1 point) and the Subtle Spell (1 point) metamagic options.
Multiattack: The avolakia makes a Bite attack and four Claw attacks. Alternatively, the avolakia can make a Bite attack and cast one of its Spell-like abilities.
Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 11 (2d6+4) piercing damage plus Poison.
Claw. Melee Attack Roll: +10, reach 10 ft. Hit: 5 (1d4+2) slashing damage.
Suggestion (Humanoid form only): While in humanoid form only, the avolakia can cast the suggestion spell as a bonus action. It can do this six times a day. Anyone making eye contact with the avolakia makes their saving throw with disadvantage.
Mantle of the Burrowing Mind: Once per long rest, when the avolakia sorcerer takes damage, it can teleport 30ft as a reaction, leaving behind writhing psychic afterimages. Everyone within 5 ft of the space it left must make a DC 19 Wisdom saving throw or be Frightened until the end of their next turn.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The avolakia is a nauseating creature that combines the worst aspects of a worm, an octopus, and an insect. It has exceptional intelligence and is incredibly wise and glib. Avolakias are experts at infiltrating humanoid societies for a variety of nefarious purposes.
An avolakia stands 10 feet tall. Its wormlike body is pallid and gray, shimmering with pale yellow slime. The creature supports itself and moves about on a set of six suckered tentacles, each of which is tipped with a multifaceted yellow eye. Its "head" consists of a fleshy sheath that houses a set of three cruelly hooked mandibles. Eight long, spidery arms tipped with tiny insectoid claws that almost look like human hands protrude from a set of ridges about halfway up the creature's body. An avolakia reeks of mold and decay.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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