# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) 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.


