b'Algoid \n'b'  Medium   plant ,  neutral  \n'b'  Armor Class  14  Hit Points  52 (7d8 + 21)  Speed  20 ft.\n'b' STATS STR: 19 (+4) DEX:  10 (+0)  CON:  16 (+3)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +5  Skills   Stealth  +4  Damage Resistances  slashing and piercing damage from nonmagical attacks  Damage Immunities  lightning, fire damage  Condition Immunities   prone   Senses   darkvision  60 ft., tremorsense 120 ft., passive  Perception  10  Languages  Common (understands but can\xe2\x80\x99t speak)  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  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\xe2\x80\x99s turn. \n'b'  Vulnerability to Water Magic .  Control water  and create/destroy water spells deal 3d6 piercing damage to an algoid. \n'b'  Water Camouflage . An algoid has advantage on  Dexterity  ( Stealth ) checks when it has any type of standing water to blend into. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The algoid makes two Slam attacks. \n'b'  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. \n'b'  Mind Blast . Each creature in a 60-foot cone must make a successful DC 13  Intelligence  saving throw or be  stunned  for 3d4 rounds. \n'b'\n'b' ABOUT \n'b' Algoids often resemble green humanoids, though they can just as easily take the appearance of a mound of green sludge or even spread out to blend into a scum-covered pool. The creature is not one being; it is an intelligent colony of algae awakened through some means. Usually this is through a magical accident, though some scholars believe an overuse of magic in fragile natural settings can cause an algoid to form. Others say the algoid is a natural magical expression tied to marshes and swamps, and the ability of the algoid to \xe2\x80\x9cawaken\xe2\x80\x9d trees to join in the defense of its home lends some credence to this theory. \n'b' The \xe2\x80\x9cskin\xe2\x80\x9d of an algoid is coarse and rough with a leafy texture. In its natural surroundings, it is nearly invisible until it attacks. Algoids use this natural camouflage when prey is nearby. The algoid lies in wait, submerged in water or a bog, as it watches its prey. When a potential victim passes nearby, the algoid springs to attack. It is roughly humanoid in shape and resembles a green humanoid. Algoids make their lairs in marshes and swamps. They are often encountered with other marsh-dwelling sentient plants; though never with shambling mounds (they hate them and usually attack them on sight). \n'b' The algoid is 7 feet tall and weighs about 300 pounds. In its natural surroundings, it is nearly invisible until it attacks and uses this to its advantage when prey is nearby. The \xe2\x80\x9cskin\xe2\x80\x9d of an algoid is coarse and rough with a leafy texture. The algoid often lies in wait, partially submerged in water or a bog, until its prey passes nearby. It springs to attack with its powerful fists when its opponents come within range.'