Large Construct, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 140 (16d10 + 60)
Speed 30 ft., Swim 50 ft.
STR
20 (+5)
DEX
9 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
11 (+0)
CHA
5 (-3)
Saving Throws STR +8, CON +8
Damage Vulnerabilities Fire, Force, Thunder
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft., Tremorsense 120 ft. range, Passive Perception 16
Languages The Afanc understands the same languages as its creator but is unable to speak.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Immutable Form. The Afanc is immune to any spell or effect that would alter its form.

Child of Earth and Air. The Afanc is uneffected by water or earth-based difficult terrain.

Poisonous Body. Whenever a creature within melee range attacks the Afanc, all creatures within 10 feet must make a Constitution Saving Throw DC 17. On a failed save, the creature takes 2d4 poison damaged and is Poisoned; on a successful safe, the creature takes half damage and is not Poisoned.

Actions

Multiattack. The Afanc can attack three times per turn, twice with its claws and once with its bite.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: # (3d8 + 6) slashing damage plus (2d6) poison damage. 

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: # (5d8 + 6) piercing damage plus (4d6) poison damage. 

Poison Breath (Recharge 5-6). The Afanc targets any creature within a 15 ft. cone. All creatures affected by this attack must make a DC 17 Constitution Saving Throw. On a failed save, the target takes 6d4 Poison damage and becomes Poisoned and is Incapacitated until the end of the creature's next turn. On a successful save, the damage is halved and you are not knocked prone.

Reactions

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: # (2d6 + 6) slashing damage plus (1d4) poison damage. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: # (3d6 + 6) piercing damage plus (2d4) poison damage. 

Legendary Actions

The legendary Afanc can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The legendary Afanc regains spent legendary actions at the start of its turn.

Earth Glide (Costs 1 Actions). The Afanc uses its lair to its advantage to shrink down and move 30 ft. without imposing any attacks of opportunities when it does.

Slam (Costs 1 Actions). The Afanc uses a Slam attack against one creature within 5 ft. with a +8 to hit. On a successful hit, the target takes (2d6+6) bludgeoning damage.

Hardened Skin (Costs 2 Actions). The Afanc hardens the outside of its form. Until the beginning of its next turn or until it uses another Legendary Action, it gains an AC bonus of +4.

Slippery Skin (Costs 2 Actions). The Afanc makes the outside of its form more malleable and liquid. Until the beginning of its next turn or until it uses another Legendary Action, all melee attacks against it have disadvantage.

Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.

Description

Inspired by Merlin, the TV series. An Afanc is a construct and elemental both, a magical creature created of the elements of Earth and Water. It is a terrible beast that is drawn to dark places underground where there is plenty of water. Once an Afanc has claimed a lair and does not leave, the poisonous nature of the creature seeps into the water and kills any human or creature who ingests or comes into contact with the polluted water, and no known cure can heal a person once they've been in contact... save destroying the creature.

Lair and Lair Actions

An Afanc's lair is primarily underground near a water source like a lake or a wellspring.

Lair Actions

On initiative count 20 (losing initiative ties), the Afanc takes a lair action to cause one of the following effects; the Afanc can’t use the same effect two rounds in a row:

  • Water erupts from the water source within the Afanc's lair, creating 10 ft. tall waves and crash into the ground around it. Each creature within a 20 ft. radius of the water source must make a DC 15 saving throw, taking 9 (2d6) cold damage and is knocked prone; successful saves take half damage and are not knocked prone. The area that was hit with the wave now becomes difficult terrain until the next Lair Action.
  • A tremor shakes the lair in a 20 ft. radius around the Afanc. Each creature other than the Afanc must succeed on a DC 15 saving throw or be knocked prone.

Regional Effects

The region containing a legendary Afanc’s lair is poisoned, which creates the following effect:

  • All water the Afanc comes into contact with becomes Poisoned. Any creature that comes into contact with this water dies within 2d6 hours of contact.

If the Afanc dies, these effects fade over the course of 2d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2020 4:33:50 AM
9
1
1.0
Coming Soon
3/23/2020 12:44:04 AM
34
2
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Coming Soon

Monster Tags: constructElemental

Habitat: GrasslandMountainSwamp

ShadowSaiph

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