Illumination. The Alebrije sheds bright light in a 15 feets and dim light for an additional 3fts.
Spellcasting. The Alebrije is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Alebrije has following Cleric spells prepared:
Cantrips (at will): Guidance, Spare the Dying, Thaumaturgy, Sacred Flame
1st level (3 slots): Cure Wounds, Protection from Evil and Good, Detect Evil and Good
Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 21 (3d6 + 3) concussion damage.
Shrill Scream. RangedWeapon Attack: +5 to hit, range 25 ft. cone. Hit: 33 (3d10 + 3) radiant damage.
Location Horns. as a bonus action, the Alebrije can vibrate its divine energy through its horns, locating any living creature within 60 ft.
Fairy Escape. once per short rest, the Alebrije can teleport to the Astral plane for up to 1d8 turns of combat or 1d10 minutes.
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Description
A fae beast originating in the hallucinating Rivers of Dreams in Faeria, an Alebrije has front legs like a tiger, hind legs like a hippogriff plus feathered wings and a tail, its face like a tiger but with horns twisted. Every Alebrije has its own characteristics, especially its bright colors that capture anyone's attention.
Alebrijes are born when someone has a nightmare on the material plane, they are natural enemies of demons, devils and abysses. Your life function is to protect the world from the nightmare that gave rise to it.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Alebrije takes a lair action to cause one of the following effects; the Alebrije can’t use the same effect two rounds in a row:
- Alebrije has advantage in all rolls during a combat turn.
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a medium-sized creature teleports to the Astral plane for 1d6 rounds.
Regional Effects
The region containing a legendary Alebrije's lair is Hallucinating, which creates one or more of the following effects:
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creatures with up to 15 intelligence are resistant to psiquic damage.
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medium-sized creatures begins to hallucinate, while connected to the Astral plane, the character starts dreaming something random.
If the Alebrije dies, these effects fade over the course of 1d4 days.
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