Huge Swarm of Huge fiends, Chaotic Evil
Armor Class 22
Hit Points 592 (592d20)
Speed 40 ft., Walk 40 ft.
STR
29 (+9)
DEX
18 (+4)
CON
25 (+7)
INT
23 (+6)
WIS
20 (+5)
CHA
27 (+8)
Saving Throws STR +17, CON +15, INT +14, CHA +16
Skills Deception +21, Insight +21, Intimidation +15, Perception +18
Damage Vulnerabilities Radiant
Damage Immunities Acid, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight, Passive Perception 27
Languages Draconic Abyssal common
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Legendary resistance (3/day)  if the alcaren fails a saving throw it can choose to succeed instead

Actions

RELENTLESS PRESENCE any creatures including player characters will flee 175 ft away from the alcaren unless the alcaren takes more then 34 or more damage

ALLURING SOUND any one player character or creature that fails a wisdom save of 15 or above on a d20 (Can be repeat the attempt to break free at the end of every turn) they will begin walking toword the alcaren and will not struggle against the alcarens attacks and can not be set free of the trance unless the alcaren takes more then 45 damage  

Claw melee weapon attack +14 TO HIT reach 7ft one target hit 19 4d6+7 slashing damage the creature the alcaren plans to attack must make a dc 15 dexterity saveing throw  and take half damage on succeeding

  HORNS melee weapon attack +15 to hit reach 12ft one target  hit 22 4d10+8 piercing damage

CONSTRICTION the player character/Creature needs a 15 or above dexterity save on a d20 to dodge the tail if the roll fails then the alcaren grabs the creature/Player character reach 14ft one target  and can crush them hit 19 2d10+2 bludgeoning damage 

CRACKING STOMP the alcaren slams its foot onto the ground making a crack go out toward its opponent and on a failed 12 or above dexterity saveing throw the opponent falls down the crevasse taking 56 5d10+9 damage, range 30ft

   BOULDER the alcaren grabs a boulder either from the ground or makes its own by braking on straight out of the floor or a nearby wall then throws it and hits if the player characters/Creature fails a dexterity saveing throw of above 15 dealing 47 4d10+9 damage

  FIRE BREATH the alcaren exhales fire in a 40ft cone each creature in that area must make a dc 19 dexterity saveing throw taking 60 10d6 fire damage on a failed save or half on a successful one 

Flight the alcaren flies

Wing attack the alcaren beats its wings each creature within 7ft of the alcaren must succeed on a dc 20 dexterity saveing throw  or take 15 2d6+4 bludgeoning damage and be knocked prone

Bonus Actions

Claw melee attack the creature it plans to attack must make a dc 15 dexterity saveing throw and take half damage on succeeding or 19 4d6+7 slashing damage +14 to hit reach 7ft one target

It can move upto 40ft

Reactions

Dodge it can choose to dodge three attacks per 3 days and takes no damage from the dodged attack

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The alcaren is a 30ft tool humanoid with typically red skin but it can differ to purples or blues aswell it has horns that curl to the side then up and the horns ar 2ft long and 1ft in width it also has a 12ft long tail that is 4 ft in diameter its eyes are normally a glowing red,yellow,purple or blue it hand has got the same amount of fingers as a human its feet have the same amount of toes as humans all of its toes/Fingers have sharp claws at the end of them it has large black bat like wings approximately 20ft large and is normaly wearing bones of a creature such as a balor and a loincloth as clothing and armor its skin is also incredibly tough almost resembeling stone

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.

Monster Tags: fiend

Habitat: Mountain

kianarmstrong0306

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