Dark Blade's Gaze. At the start of combat all party member must pass an intimidation check or become frightened for 1 minute. Must succeed on a wis saving throw of 15. Can try again on their turn but uses their action.
Lightless Imprisonment. Alak-Hul eyes have grown akin to the darkness and has infinite darkvision.
Resistance. Alak-Hul has advantage on saving throws against non-magic attacks.
Multiattack. Alak-Hul makes two attacks: one with its war axe and one with its fist.
War Axe. Melee Weapon Attack: Reach 10 feet: Hit 1D20+8: Damage 4D8+4
If Alak-Hulr scores a critical hit, it rolls damage dice three times, instead of twice.
Fist. Melee Weapon Attack: Reach 5 feet: Hit 1D20+6: Damage 2D6+2
Teleport. Alak-Hul magically teleports, along with anything it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Bleeding Blade. If Alak-Hul does 20 plus damage in a single attack he can heal 1D8+4.
Teleport. Alak-Hul magically teleports, along with anything it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Dark Blades. Alak-Hul summons two dark blade warriors.
Lair and Lair Actions
Sunless Cell. His cell is covered in a shroud of darkness a putrid smell of rotting bodys fills the air the only source of light comes from a single pillar covered in flame.
Summon Thralls. Thralls appear from the darkness in swarms.
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