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The Abyss Walkers CR: 6

Medium abberation, neutral evil
Armor Class: 16 [Orb] / 15 [Squid] / 14 [Ram]
Hit Points: 50 [Orb] / 70 [Squid] / 60 [Ram]
Speed: 30 ft

STR

16 +3

DEX

12 +1

CON

16 +3

INT

6 -2

WIS

14 +2

CHA

4 -3

Saving Throws: Str +3, Dex+1, Con+7, Int +1, Wis+2, Cha +0
Damage Resistances: Cold, Fire
Condition Immunities: Blinded, Deafened
Senses: Low-Light Vision 60ft. Mistvision 60ft.
Languages: Dwarvish, Abyssal, Common
Challenge Rating: 6
Proficiency Bonus: +3

Abyssal Resolve 3/day. When one or more of the Abyss Walkers fail a saving throw. They may instead chose to succeed. If they do, they become Dazed until the end of their next turn.   Death Link. Whenever one of the Abyssal Walkers would be killed. Instead it is reduced to 1 hit point and put into an inactive state; it becomes immune to all damage and is dazed. At the beginning of each of its turns in this state, it regains 3 hit points. When it is returned to 10 hit points it leaves the death link. If all three Abyssal Walkers enter the death link, they die. Whenever an Abyssal Walker would take damage when in death link, each other active Abyssal Walker takes 1 damage for each damage dice rolled, provided the damage isnt cold or fire.   Gaze of the Abyss. Whenever one of the Abyss Walkers suffers the dazed condition, tts visor starts glowing an ominous blue and it gains the Abyssal gaze attack. (Note that when in the mist, cold damage is increased by an additional 1d4 damage)   Grappler. Squid may grapple up to two creatures with his tentacles.

Actions

Orb.
Bladestaff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Brine Spray 1/day. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 2d6 cold damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Brine Bolt. Ranged Spell Attack: +5 to hit, reach 60ft., one target. Hit: 3 (1d6) bludgeoning damage and 4 (1d6 cold damage).
Abyssal Pull. Target creature within 60ft. must succeed on a Dexterity saving throw taking 3 (1d4) necrotic damage and 4 (1d4) cold damage on a failed save and half as much on a successful one.

Squid.
Multiattack. Squid makes three attacks, one with its greataxe and two with its tentacles. It may make three tentacle attacks if its greataxe can't reach.
Greataxe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 15ft., one target. Hit: 5 (1d4+3) bludgeoning damage. Additionally the target must succeed on a DC14 Strength or Dexterity saving throw or be grappled. Escape DC14.

Ram.
Multiattack. Ram makes two attacks with his arm blades.
Bladed Charge. Ram moves his movement and makes an attack with the Bladed Helmet.
Bladed Helmet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage. If Ram moved more than 10ft in a straight line when making this attack, then the target suffers an additional 1d6 damage for each 10ft. it travelled, to a maximum of 3d6.
Armblades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.

When Dazed.
Abyssal Gaze. Ranged Spell Attack: automatically hits, reach 60ft., one target. Hit: 2 cold damage. (note that within the mist cold damage deals an additional 1d4)

Legendary Actions

The Abyss Walkers have three villainous actions. They can take only one villainous action each round and can only take each action once.
Abyssal Waters. For 1 minute, the ground 10ft. around the Abyssal Walkers becomes semi-liquidated and murky and becomes difficult terrain for everything except the Abyssal Walkers.
Void Triangulation. Each Abyssal walker can move up to 10ft without provoking oppertunity attacks. Then each creature contained within the triangle the three of the Abyssal Walkers form must succeed a DC 13 Constitution saving throw, taking 3d6 radiant damage and becoming dazed for 1 minute and taking half as much damage on a successful one and not becoming dazed. A creature can repeat this save at the end of each of its turns.
Chilling Barrage. Each Dazed Abyssal Walker makes an Abyssal Gaze attack against each conscious enemy it can see.


Created by

CelestialKobold.

Statblock Type

Monster

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