Large Swarm of Large monstrosities, Lawful Neutral
Armor Class 16 Natural armor
Hit Points 72 (6d12)
Speed
STR
12 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws WIS +9, CHA +6
Damage Resistances Psychic; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Necrotic
Condition Immunities Blinded, Frightened, Poisoned
Senses Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Actions

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.

Bonus Actions

Location Horns. as a bonus action, the Alebrije can vibrate its divine energy through its horns, locating any living creature within 60 ft.

Reactions

Fairy Escape. once per short rest, the Alebrije can teleport to the Astral plane for up to 1d8 turns of combat or 1d10 minutes.

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

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.
  • 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:

  • creatures with up to 15 intelligence are resistant to psiquic damage.

  • 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.

Monster Tags: feyPsionic

N0V3

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