Hardened Skin. This Aalantir has an incredibly hardened hide, Melee attacks that are non magical do 3d4 less damage..
Magic Resistance. The Aalantir Alpha has advantage on saving throws against spells and other magical effects.
Multiattack. The Aavantir Alpha makes two attacks: One attack with each of its Mauls or One Maul and one Rock Toss.
Maul. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) Bludgeoning damage.
Rock Toss. RangedWeapon Attack: +5 to hit, range 30/120 ft., One target. Hit: 18 (4d6 + 5) Bludgeoning damage. The Alpha pulls giant boulders and rocks from the earth to hurl.
Furious Stomp (Recharge 5/6). The Alpha Leaps 15ft to a position and stomps the ground causing minor earthquakes in a 15ft radius each creature in the area must make a DC 15 Constitution saving throw, taking 26 (12d4) Bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one.
Alpha Scream (Recharge 6). As a reaction, if the Alpha is below 50% of its hit points it may call 2 basic Aalantir to its side. The Aalantir will come burrowing from the walls within 15ft of the Alpha.
Description
The Aalantir Alphas are much bigger dominant leaders. Only one Alpha may rule over a network of Aalantir burrows, on the rare occasion that two alphas meet they will fight to the death, the victory taking the losers domicile. Although most of the Aalantir are passive unless provoked, the alphas appear much more aggressive to all but welcome guests. An Alpha is always descended from the previous Alpha of the burrow, the older Aalantir Alphas will move burrows once their offspring is of full maturity.
A Aalantir Alpha is a large, four armed mass of muscle and hardened skin, the only Aalantir of its kind to have large canines indicating it may not just feast on Insects and vegetation.
Passive perception should be 10.