Fearsome Presence. Any creature that locks eyes with the Algalavee must make a DC 16 wisdom saving throw. Those that fail become frightened, and cannot move towards the Algalavee willingly.
Salt the Wounds. The Algalavee has a distaste for salt water, and rolls with disadvantage for one round after being splashed with it. If splashed with salt water more than three times, the algae covering its body dries, and its AC is reduced by half until it remoistens in water.
Multiattack. The Algalavee makes two attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) piercing damage. A creature bitten must make a DC 17 Constitution saving throw, or take an additional 2d4 necrotic damage and become poisoned.
Claws. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit: 9 (3d6 + 5) slashing damage. A creature hit by the claws must make a DC 17 dexterity saving throw or become grappled.
Vile Breath (Recharge 5-6). The Algalavee breathes a foul-smelling cloud in a 15 ft. cone. Any creature caught in the cone must make a DC Constitution saving throw, taking 18 (4d8) necrotic damage and gaining disadvantage for one round on a failed save, or half as much damage on a successful one.
Drown. When the Algalavee has a creature grappled, it will run to the nearest body of water and attempt to drown it. The creature must attempt a contested strength saving throw in order to break free. The Algalavee loses its grip on the grappled creature automatically if it attacked while attempting to drown a creature.
Description
Those who travel through marshes may find themselves facing many perils, but none are more feared than that of the Algalavee, a distant cousin of the Nuckelavee. Named for the algae covering its black-veined skin, this large nightmare is the bane of any who venture into swamplands at night, said to attack travelers and drag them into the marsh to drown. The only thing that is said to repel this monster is salt water, in contrast to its sea-living relative. The stench of salt water repels it, as it causes the algae covering its body to dry up, forcing it to retreat back to the marsh to remoisten itself.
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