5e SRD >Creatures >

Arnsenon

Large aberration, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 171 (18d10+72)
Speed 15 ft., fly 40 ft. (hover), swim 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 5 (–3) 14 (+2) 12 (+1)

Saving Throws Str +10, Dex +8, Int +2
Skills Athletics +10, Perception +7, Survival +12
Damage Resistances acid, fire, necrotic, psychic; bludgeoning, piercing damage from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
Senses darkvision 300 ft., passive Perception 17
Languages —, telepathy 50 ft.
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Blood Frenzy. The arnsenon has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Hivemind. The arnsenon’s Intelligence score increases by 1 for each arnsenon within 60 feet.
  • Innate Spellcasting. The arnsenon’s innate spellcasting ability is Wisdom (spell save DC 15). The arnsenon can innately cast the following spells, requiring no material components:
  • Magic Resistance. The arnsenon has advantage on saving throws made against spells and other magical effects.
  • Unbreathing. The arnsenon does not need to breathe or sleep.

ACTIONS

  • Multiattack. The arnsenon attacks twice.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 31 (4d12+5) magical piercing damage.
  • Tri-Beam. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 25 (4d10+3) force damage.
Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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