Yavalnoi
Large Aberration chaotic evil
- Armor Class: 16 (natural armor)
- Hit Points: 126 (12d10+60)
- Speed: walk 10 ft. swim 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2, page 379
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 17 (+3) |
14 (+2) |
20 (+5) |
12 (+1) |
16 (+3) |
18 (+4) |
- Saving Throws: Con +8, Wis +6
- Skills: perception +6
- Damage Resistances: cold
- Senses: darkvision 90 ft., passive Perception 16
- Languages: Aquan, Primordial
Special Abilities
- Water Breathing: The yavalnoi can breathe only underwater.
- Innate Spellcasting: The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.
At will: ray of enfeeblement, silent image
3/day: control water, slow
Actions
- Multiattack: The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Tail: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
- Luminous Burst (Recharge 5-6): The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Call of the Deep (1/Day): The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action.
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