Gargantuan Aberration, Neutral Evil
Armor Class 19 Natural
Hit Points 448 (21d20 + 210)
Speed 40 ft., Swim 40 ft., Fly 20 ft.
STR
22 (+6)
DEX
14 (+2)
CON
30 (+10)
INT
22 (+6)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +14, CON +18, INT +14, WIS +10, CHA +11
Skills Arcana +12, Perception +14
Damage Immunities Acid
Condition Immunities Frightened, Restrained
Senses Blindsight 30ft, Darkvision unlimited, Tremorsense 10ft, Truesight 120, Passive Perception 24
Languages Abyssal, Celestial, Common, Deep Speech, Draconic, Undercommon
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits
Acidic Blood. 

When Alnue takes piercing or slashing damage, each creature within 5 feet of Alnue takes 9 (2d8) acid damage.

Hold Breath. 

Alnue can hold its breath for 1 hour.

Many Eyes.
Alnue has advantage on sight based checks.

Multiple Heads. 

Alnue has Nine heads. While it has more than one head, Alnue has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever Alnue takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, Alnue dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. Alnue regains 10 hit points for each head regrown in this way.

Reactive Heads. 

For each head Alnue has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Antimagic Cone. 
Alnue's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Alnue decides which way the cone faces and whether the cone is active. The area does not works against Alnue's own eye rays or magic.

Wakeful. 

While Alnue sleeps, at least one of its heads is awake.

Keen Mind.
Alnue has the keen mind feat.

Spellcasting. Alnue is a 18-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Alnue can have any Wizard spell prepared, but only 24 spells per day, and prefers effect spells over damage based spells.

Cantrips (at will): Mage Hand, Prestidigitation, Message, Minor Illusion, Friends
1st level (4 slots) Shield
2nd level (3 slots) Misty Step
3rd level (3 slots) Counter Spell
4th level (3 slots)
5th level (3 slots)
6th level (1 slots)
7th level (1 slots)
8th level (1 slots)
9th level (1 slots)

Self Focused.
Alnue is always considered to have a magic focus.

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared

Spell Mastery
Alnue has achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in their spellbook. Alnue can cast those spells at their lowest level without expending a spell slot when they have them prepared. If they want to cast either spell at a higher level, they must expend a spell slot as normal.

1st: Shield
2nd: Misty Step

Split Mind.
Alnue can hold Concentration on as many spells as they has heads, although Alnue  must still roll concentration spells as normal.

Jarred Beholder.
There is a large chunk of Amber that contains Alnue's original body, see Magic Jar. So as an action or upon death certain effects may take place. 

Actions
Multi-Action 

Alnue makes as many bite attacks as it has heads, Alnue can forgo 2 Bites for an Eye Ray(to a maximum of 3), Alnue may forgo a bite to cast a cantrip, and once per turn may forgo 3 bites to cast a spell of 1st level or higher by expending a spell slot.
Also once per turn Alnue may cast Misty Step, as a bonus action without spending a spell slot.

Bite. 

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Eye Rays.
Alnue shoots the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 360 feet of it:

 

1. Charm Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be charmed by Alnue for 1 hour, or until Alnue harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 19 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.

3. Fear Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be frightened 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.

4. Slowing Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 19 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 19 Strength saving throw or Alnue moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Alnue's next turn or until Alnueis incapacitated.

If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Alnue can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 19 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 19 Dexterity saving throw or take 63 (14d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 82 (15d10) necrotic damage. The target dies if the ray reduces it to 0 hit points

Reactions

Shield Spell: +5 to ac and immune to Magic Missile, causing their ac to reach 24.

Bite: Alnue can make 8 attacks of opportunity 

Legendary Actions

Alnue can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature's turn. The Alnue regains spent legendary actions at the start of its turn.

Eye Ray. (1 Action)
Alnue uses one random eye ray.

Counter Spell. (1 Action)
Alnue casts Counter Spell at what ever level they want to, using up a spell slot.

Description

Alnue is a researcher first, Monster second. If you have knowledge that they do not yet posses they will gladly trade that knowledge for your safe passage or make a deal for move valuable knowledge. They also have a nexus of teleportation circles to most major bodies of water in the world, be it ocean, sea, or large lake.

Physically Alnue is a hydra with a single large eye on each head and a Large cental eye on the front of its torso, the reason they are labeled as a beholder is due to the Magic Jar spell, the beholder Alnue posses the body of a hydra destroyed its mind and began to mutate the body into what it is now.

Alnue will only resort to virulence as a last ditch effort to obtain something Alnue wants or as a form of personal defense, favoring restrictive and effect based spells over just destroying his foes. If they can get the fight under control they will stop and take what they wanted or restart negotiation. Only if the aggressor is completely useless or un cooperative will Alnue kill them, even then Alnue may want to keep them around for an experement. 

Lair and Lair Actions

A laboratory scattered with books and ongoing experiments, behind one of the bookshelves you can see a purple scaly Beholder incased in amber, being suspended from the ceiling. Alnue's lair is located deep with in the underdark. They may have any book in their vast collection, up to DM discretion, and Deeper in the lab there could be any amount of items including Cloning tanks with back ups for him to inhabit.

Lair Actions

When fighting inside its lair, a Alnue can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Alnue can take one lair action to cause one of the following effects:

  • A 50-foot-square area of ground within 360 feet of Alnue becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 360 feet of Alnue sprout grasping appendages until initiative count 20 on the round after next. Each creature of Alnue's choice that starts its turn within 10 feet of such a wall must succeed on a DC 19 Dexterity saving throw or be grappled. Escaping requires a successful DC 19 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 180 feet of Alnue. One random eye ray of Alnue shoots from that eye at a target of Alnue's choice that it can see. The eye then closes and disappears.

Regional Effects

The region containing a legendary Alnue’s lair is deep in the underdark, which creates one or more of the following effects:

  • Creatures within 3 mile of Alnue's lair sometimes feel as if they're being watched when they aren't.
  • When Alnue sleeps, minor warps in reality occur within 3 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.

If the Alnue dies, these effects fade over the course of 1d10 years.

Previous Versions

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Monster Tags: Beholderaberration

Habitat: Underdark

Just_a_Lich

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