Actions/Abilities/Traits: (D&D 5e)
Action
Mind Blast
Each creature in a 60-foot cone must make a successful DC 13 Intelligence saving throw or be stunned for 3d4 rounds.
Action
Multiattack
The algoid makes two Slam attacks.
Action
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. If an algoid scores a critical hit with this attack, the target must make a successful DC 14 Con saving throw or be stunned. The stunned creature can repeat the saving throw at the end of each of its turns; the condition ends on a successful save.
Special
Animate Trees
An algoid can innately cast the animate objects spell at will, requiring no components. Each casting animates two trees, which are all the algoid can control at a time. A newly animated tree takes one full round to uproot itself. Once free, trees act on the algoid's turn.
Special
Vulnerability to Water Magic
Control water and create/destroy water spells deal 3d6 piercing damage to an algoid.
Special
Water Camouflage
An algoid has advantage on Dexterity (Stealth) checks when it has any type of standing water to blend into.