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5ead/monsters/md/tome_of_beasts_2/yavalnoi.md
2025-06-07 07:58:30 -05:00

2.4 KiB

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.