ALGOIDMedium plant, chaotic neutral
DEFENSEArmor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
|STR 16 (+3)||DEX 10 (+0)||CON 15 (+2)||INT 4 (-3)||WIS 12 (+1)||CHA 8 (-1)|
STATISTICSSkills Perception +3, Stealth +2
Damage Resistances piercing and slashing from nonmagical attacks
Damage Immunities fire, lightning
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 11
Challenge 4 (1,100 XP)
Swamp Camouflage. The algoid has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Multiattack. The algoid makes two slam attacks. If both slam attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the algoid's next turn.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Animate Trees (1/day). The algoid magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as the Awakened Tree. An animated tree acts as an ally of the algoid. The tree remains animate for 1 day or until it dies; until the algoid dies or is more than 120 feet from the tree; or until the algoid takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Mind Blast (1/day). The algoid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 11 Intelligence saving throw or take 18 (4d8) psychic damage and be stunned until the end of the algoid's next turn. On a successful save, the target takes half the psychic damage and isn't stunned.