Medium Humanoid (Shapechanger), Neutral Evil
Armor Class 15 Studded Leather
Hit Points 107 (13d8 + 27)
Speed 30 ft., Walk 20 ft., Swim 40 ft., Fly 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +5, CHA +8
Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
Senses Darkvision 120 ft., Passive Perception 11
Languages Aarakocra, Aquan, Common, Thieves' Cant
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Shapechanger. Alfin can use his action to polymorph into a humanoid-piscine hybrid form, or back into his true form. his statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Alfin reverts to his true form if he dies.

Legendary Resistance (2/day). When Alfin fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Alfin's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). he can innately cast the following spells, requiring no material components:

At will: eldritch blast , minor illusion, Chill Touch, Poison Spray
4/day: armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar, Dimension Door, Dream, Circle of Death

Amphibious (Hybrid Form Only). Alfin can breathe air and water.

Actions

Multiattack. In humanoid form, Alfin makes two melee attacks. In hybrid form, Alfin makes three attacks: one with its bite and two with its sword of fathoms.

Sword of Fathoms (Both Forms). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it.

Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.

Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Eldritch Blast (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 5 (1d10 + 4) force damage.

Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). Alfin emits a terrible scream audible within 300 feet. Creatures within 30 feet of Alfin must succeed on a DC 15 Wisdom saving throw or be stunned until the end of Alfin’s next turn. In water, the psychic screech also telepathically transmits Alfin's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

Reactions

Retribution (3/Day). When a creature Alfin can see within 60 feet of him damages Alfin, the creature must make a DC 15 Dexterity saving throw, taking 26 (5d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Alfin can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alfin regains spent legendary actions at the start of its turn.

Scuttle. Alfin moves up to his speed toward a hostile creature.

Dimension Door (As long as he has Slots). Alfin casts Dimension Door.

PsychicsAlfin causes one creature within 30 ft. of him to make a Wisdom saving throw or be stunned until the end of the creature's next turn.

Description

Personality Trait. "I work fervently and hope to accomplish things on a higher scale than necessary."

Ideals. "If you can accomplish your goals, who cares about the cost?"

Bonds. "The sea god has blessed me, so I shall follow his whims!"

Flaws. "I am too stubborn to listen to those who would challenge my reasoning."

Lair and Lair Actions

Alfin's Lair is a dark, statically charged pit filled with Chuuls and Sahuagin that he someday hopes to grant the gift he was granted, with only minor success. His lair is filled with little pits of water that can be up to ten feet deep. Any creature that comes within five of, or touches a wall must make a DC 11 Constitution saving throw or take 2 (1d4) lightning damage. A creature that lands in one the puddles must make a DC 11 Constitution saving throw or take 7 (2d6) lightning damage and has a 20% chance of attracting 2 Chuuls.

Lair Actions

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

  • Alfin Can cause a lightning bolt to shoot from one side of the chamber to the other, any creature caught within the line must make a DC 15 Dexterity saving throw or suffer 25 (8d6) lightning damage, or half as much on a successful one.
  • Alfin can cause water to appear in a group of creatures lungs. Alfin chooses a point within 50 feet of him. Every creature within a 20 foot radius sphere of that point must make a DC 15 Constitution saving throw or start choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it.
  • A Galvanic Gale rocks through the cavern, every creature within the 15 by 100 ft. line must make a DC 15 strength save or take 7 (2d6) lightning damage and be knocked prone on a failed save, or take half as much and keep upright.

Monster Tags: Shapechanger

Habitat: CoastalUnderwater

wiley_man

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