Medium Humanoid, Neutral Evil
Armor Class 17 Natural armor
Hit Points 35 (75d8 + 2)
Speed 20 ft., can travel more ft if it saves up
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
8 (-1)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +6, DEX +3
Skills Deception +5
Damage Vulnerabilities Acid, Cold
Damage Immunities Bludgeoning, Fire, Thunder
Condition Immunities Blinded, Exhaustion
Senses Passive Perception 2
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Hydrophobia. If the amalj’aa is hit with or submerged in water, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. Regardless of the saving throw’s outcome, it has disadvantage on all ability checks and saving throws for 1 hour.

Ifrit’s Chosen. The amalj’aa is immune to fire damage and has advantage on saving throws against being blinded, charmed, frightened, or poisoned. It can cast fireball as if it were a domain spell.

Spellcasting. The amalj’aa is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell saving throw DC 12, spell attack bonus +4). The amalj’aa has the following cleric spells prepared:
cantrips: guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): create or destroy water, guiding bolt, shield of faith
2nd level (3 slots): augury, continual flame, hold person
3rd level (3 slots): dispel magic, fireball, spirit guardians
4th level (2 slots): divination

Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) piercing damage if wielded in two hands.

Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone.

Fated Strike. Melee Weapon Attack: +5 to hit, reach 10 ft., five targets. Hit: 12 (3d6 + 3) bludgeoning damage. Five rolls; best one attacks. 

Legendary Actions

Detect: The amalj'aa makes a Wisdom (Perception) check

Poison Spray: The amalj'aa makes a hit: 2 (1d4) poison/acid Attack.

Fated Strike (Costs 2 Actions): The Amalj'aa predicts the future and tampers with it. 

Enrich: The amalj'aa revives hit: 3(1d4 + 1) Scallitons from the ground. If the amalj'aa gets a one, they must make a Wisdom (Arcana) check. If the arcana check is less than 5, the Amalj'aa takes hit: 3 (1d8 - 2)

Mythic Actions

Swift Flip. Damage is flipped - the amalj'aa gets to put its damage on multiple players or one, and the players can put some on the amalj'aa. If the amalj'aa dies, then it can retain 1 hit point and automatically use Enrich.

Description

The amalj’aa worship Ifrit, a god of fire and domination. Their shamans believe that Ifrit grants visions through his sacred flames, and many amalj’aa camps will keep their fire pits and signal beacons burning at all hours of the day in honour of their god. Those fortune-tellers whose pyretic divinations lead the tribe toward prosperity often become leaders of amalj’aa communities.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalForestGrasslandMountain

carusotucker89

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