Medium Beast, Unaligned
Armor Class 13 Natural
Hit Points 16 (4d6 + 4)
Speed 25 ft., Burrow 15 ft., Swim 15 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +4, WIS +4
Skills Intimidation +4, Investigation +2, Nature +3
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 15', Passive Perception 13
Languages Draconic Cannot Speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Partially Aquatic. Androlynns are adjusted to swimming and can hold their breath for up to 15 minutes.

Actions

Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5(1d6 + 2) Slashing damage. 

Stop. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 6 (2d4 + 2) Bludgeoning damage. Target has to be behind the Androlynn

Gnaw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 Bludgeoning damage. 

Fluff. The Androlynn fluffs up its feathers whenever it is attacked causing those who can see it to succeed on a DC 11 Wisdom saving throw or be frightened for 1 round.

 

Reactions

Reactive Spell Casting. Whenever the Androlynn is damaged by a critical hit, it will roll a random effect on the Wild Magic Surge table.

Description

A mystery to most academics, the Androlynn seems to be both related to reptiles and birds. Its body is not unlike most large reptiles, almost resembling the body of a smaller crocodile covered in greyish navy blue feathers. Interestingly, they have the capability to cast magic, due to that fact they have been rumored to be the offspring of a discarded Aradeshrin project. They also have resistance to all forms of physical damage. While difficult to train, they are very loyal to those they bond with. They are often owned by the homesteaders at the base of the Intuenese Ranges.

CJPMAN

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