Frenzied Mutant

Medium humanoid (drow), Chaotic Evil

Armor Class

15 (unarmored defense, grafted apendage)

Hit Points

68 (9d8 + 18 + 10 grafted appendage)

Speed

walk 40 ft.

Saves

Strength +6, Constitution + 5

Skills

Athletics + 6, Intimidation + 3, Survival + 3

Damage Resistances

Psychic

Senses

Darkvision 120 ft.

Languages

Elvish, Undercommon, telepathy (one-way, 120 ft.)

Challenge

3

Innate Spellcasting

The frenzied mutant's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire.

Alien Anatomy

The frenzied mutant is considered an aberration type creature for the purposes of determining effects but otherwise retains its original creature type

Alien Mind

The frenzied mutant has resistance to psychic damage and advantage on saving throws against being charmed and frightened. The frenzied mutant is immune to madness and spell effects that provoke uncontrolled action (such as confusion).

Fey Ancestry

Magic can't put the frenzied mutant to sleep.

Danger Sense

The frenzied mutant has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. To gain this benefit, it can't be blinded, deafened, or incapacitated.

Grafted Appendages (Recharges after a Long Rest)

The frenzied mutant has an additional 10 temporary hit points and +1 bonus to AC while it has at least 1 of these temporary hit points (both included in its statistics). It regains these temporary hit points after a long rest

Limited Telepathy

The frenzied mutant can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Reckless Attack

When the frenzied mutant makes its first attack on its turn, it can decide to attack recklessly. Doing so gives it advantage on melee weapon attack rolls using Strength during its turn, but attack rolls against it have advantage until its next turn

Sunlight Sensitivity

While in sunlight, the frenzied mutant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Telepathic Terror

The frenzied mutant can telepathically project its rage into the mind of its enemies causing them immense pain. As a bonus action, the frenzied mutant can expend one use of its Rage feature to assault the mind of a target creature. The target creature must succeed on a DC 13 Wisdom saving throw or become charmed. A creature charmed this way has disadvantage on attack rolls, ability checks, and saving throws for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Unsettling Appearance

The frenzied mutant has disadvantage on Charisma (Persuasion) skill checks.

Actions

Multiattack

The frenzied mutant makes two attacks with its bone claw or handaxe.

Bone Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Handaxe

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Rage (4/Day)

The frenzied mutant can enter a rage as a bonus action. While raging, the frenzied mutant gains the following benefits if it isn't wearing heavy armor: • It has advantage on Strength checks and Strength Saving Throws. • When it makes a melee weapon attack using Strength, it gains a +2 bonus to the damage roll. • It has resistance to bludgeoning, piercing, and slashing damage. The frenzied mutant's rage lasts for 1 minute. It ends early if it is knocked unconscious or its turn ends and it hasn't attacked a hostile creature since its last turn or taken damage since then. It can also end the rage on its turn as a bonus action. Once it has raged four times, the frenzied mutant must finish a long rest before it can rage again