Medium Fey, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 250 (20d12 + 75)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
20 (+5)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws DEX +6, INT +8, WIS +8
Skills Acrobatics +4, Insight +4, Perception +15
Damage Vulnerabilities Fire
Damage Resistances Poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120ft, Passive Perception 15
Languages Telepathy
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Eye of Stone. When a creature that can see the agrinomicon's eye starts its turn within 30 feet of the agrinomicon, the agrinomicon can force it to make a DC 18 Constitution saving throw if the agrinomicon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the agrinomicon until the start of its next turn, when it can avert its eyes again should it so wish. If the creature looks at the agrinomicon in the meantime, it must immediately make the save.

Mind Fly When a creature hits the agrinomicon with an attack they must immediately make a DC15 Wisdom saving throw. If the creature fails the saving throw by 10 or more, the fly attaches it's self to the creatures head and that creature becomes charmed. Otherwise, a creature that fails the save becomes stunned for one turn as the fly attempts to attach but fails. If a creature succeeds on the saving throw by 10 or more it may immediately make an opportunity attack against the Mind Fly (see below.)

Once per turn, as a bonus action, the agrinomicon can command a creature charmed by a Mind Fly to perform one of the following actions: Make an Attack roll against a creature within 30ft, expend a spell slot to cast a spell, or become frightened. If the agrinomicon chooses to make a creature frightened the Mind Fly detaches and dies.

The Mind Fly is a creature for the purpose of attacking or casting spells. It has an AC of 12, 10 hit points, is Tiny, and has a Dexterity Saving Throw of +8. If the Mind Fly is killed whilst charming a character, that character is immediately no longer charmed.

The agrinomicon has 3 Mind Flies. Expended Mind Flies are regained at dawn.

Spellcasting. The agrinomicon is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): thorn whip, gust, frostbite

1st level (3 slots): cure wounds, absorb elements, faerie fire

2nd level (2 slots): warding wind, absorb elements

Actions

Multi-attack. The agrinomicon makes either three Telekinetic Strike attacks, two ranged attacks with its Eye Beam, or one Telekinetic Strike attack and one Eye Beam attack.

Telekinetic Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 3) bludgeoning damage plus 7 (3d4) psychic damage.

Eye Beam. Ranged Weapon Attack: +6 to hit, range 60/240ft, 5ft cone. Hit: 8 (1d10 + 5) piercing damage plus 7 (2d6) fire damage.

 

Reactions

Lair and Lair Actions

Grip of the Damned Squirming, bark covered, ooze dripping hands fill a 20-foot square on ground. Roll 1d12 to decide the direction away from the agrinomicon, the hands appear 5ft away in that direction. For the duration, these hands turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be restrained by the hands until the turn ends and the hands disappear. A creature that starts its turn in the area and is already restrained by the hands takes 2d6 bludgeoning damage.

A creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against DC15. On a success, it frees itself.

At the beginning of the initiative order roll again for Grip of the Damned, the hands disappear and reappear in that direction.

Previous Versions

Name Date Modified Views Adds Version Actions
5/18/2020 8:45:20 PM
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1
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Monster Tags: undeadfey

Habitat: ForestUnderdarkUrban

Wiggy_Stardust

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