Huge Aberration, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 175 (10d10 + 100)
Speed 40 ft., Climb 100 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +7
Skills Stealth +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed
Senses Darkvision 60 ft., Tremorsense, Passive Perception 18
Languages Common, Elvish DROW, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Avoidance. If Aklas is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. Aklas projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while Aklas is incapacitated or has a speed of 0.

Spells. (3/day): greater invisibility, darkness

Actions

Multiattack/Monoattack. Aklas makes two attacks with its tentacles. or one Paralyzing Bite

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.

Paralyzing Bite. Melee Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (2d6) Acid damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Aklas can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aklas regains spent legendary actions at the start of its turn.

Paralyzing Bite (Costs 1Actions). Aklas uses its Paralyzing Bite.

Lair and Lair Actions

Aklas encountered in its lair has a challenge rating of 10 (5,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Aklas can take a lair action to cause one of the following magical effects; Aklas can’t use the same effect two rounds in a row:

  • Aklas targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Aklas to the target. Whenever Aklas takes damage, the target must make a DC 15 Constitution saving throw. On a failed save, Aklas takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Aklas or the target is no longer in Aklas’s lair.
  • Aklas calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Aklas can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 18 (4d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Monster Tags: abberation

GODofGODS_Nick

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