Spellcasting. The Almiraj is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13), and it can only cast its cantrips once every three turns (use its horn attack as the melee attack needed to cast the two cantrips).
Cantrips: green flame blade, booming blade
Bloodborne. Once its hit points drop below zero, the Almiraj will start charging for its second phase. As all of the blood in the pool start surging towards it, it can not take damage or do anything for (insert the number of turns you want for dramatic effects). After this has occurred, the Almiraj transitions into a new form; switch to the stat block for its second phase.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing/piercing damage.
Description
The Ashen Almiraj is an unusually intelligent deviant capable of manipulating blood and casting spells using its mysterious horn. Its entire body is snow-white except for its eyes, which are scarlet red. Its mastery over blood allows it to heal its wounds and perform other, more disturbing feats with blood (healing currently not added due to balancing concerns). The Ashen Almiraj resides near a shallow pool of blood and attempts to expand it by killing larger creatures and even other almirahs.
The Ashen Almiraj poses a massive threat to the ecosystem due to its vicious behavior and is more than capable of wiping out an unprepared party. However, fantastic weapons can be made from its horn, making it a worthy target for adventurers seeking power.
Lair and Lair Actions
Lair Actions
When fighting inside its lair, the Almiraj can invoke magic and control the blood in the arena. On initiative count 20 (losing initiative ties), the Almiraj takes a lair action to cause one of the following effects:
- The Almiraj causes the blood surrounding one chosen creature to take form and screech horridly (the blood can be within the target if you choose so, but the target does not take any damage for this); the target must succeed on a DC 13 Charisma saving throw or become frightened for one round. The Almiraj can not take this lair action if three creatures are frightened on the battlefield.
- The Almiraj attempts to attack a chosen creature by manipulating all of the blood within it; the target must succeed on a DC 13 Strength saving throw or take 5 (1d10) force damage and be thrown in a straight line against the nearest wall (or any other large, sturdy surfaces, including the ground). The Almiraj becomes too exhausted to take its next lair action.
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Posted Nov 20, 2021As a new DM, I plan to use this two-phased boss for a level two (or possibly three) party of at least five in the future; I do not yet know what the party is going to be like because session zero doesn't start in a week. Please offer opinions on how to balance this encounter, as I have no one else but the community to turn to.
Also, sorry if I don't reply, I will be really busy planning the campaign this week.