Special Trait Name.
Charge. If Adlartok moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Forest Recall. Adlartok can perfectly recall any forested path he has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day). If Adlartok fails a saving throw, he can choose to succeed instead.
Magic Resistance. Adlartok has advantage on saving throws against spells and other magical effects.
Magic Weapons. Adlartok's weapon attacks are magical.
Reckless. At the start of his turn, Adlartok can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Spellcasting. The Adlartok is a 15-level spellcaster. Its spellcasting ability is Constitution (spell save DC17, +15 to hit with spell attacks). The Adlartok has following [Wizard & Cleric] spells prepared:
Cantrips (at will): Acid Splash, Poison Spray, Decompose, Thaumaturgy
1st level (7 slots): Bane, Inflict Wounds, Fog Cloud, Ice Knife, Ray of sickness
2nd level (6 slots): Blindness, Deafness, Cloud of daggers, Darkness
3rd level (6 slots):Animate Dead, Dispel Magic, Fireball, Conjure Lesser Demon
4th level (6slots): Locate Creature, Ice Storm, Wall of Ice
5th level (5 slots): Contagion, Animate Objects, Cone of Cold
6th level (4 slots): Planar Ally, Arcane Gate, Chain Lightening
7th level (4 slots): Planeshift, Prismatic spray, Teleport
8th level (4 slots): Control weather, Maze, Power word Stun
9th level (3 slots): Gate, Power word Kill
Multiattack. Adlartok makes three attacks per turn one weapon attack and two bites or one Gore and two bites.
Bullender Melee Attack. Melee Weapon Attack: +17 to hit, reach 10ft., 1 target. Hit: 19 (2d10 + 10) bludgeoning damage.
Bite Melee Attack. Melee Weapon Attack: +17 to hit, reach 10ft., 1 target. Hit: 19 (2d8 + 10) Piercing damage.
Gore Melee Attack. Melee Weapon Attack: +17 to hit, reach 10ft., 1 target. Hit: 17 (2d6 + 10) Piercing damage.
Frightful Presence. Each creature of Adlartok's choice within 120 feet of him and aware of him must succeed on a DC: 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Adlartok is within line of sight of the creature.
Adlartok the Wendigo King takes 3 legendary actions per round.
Bullender Melee Attack. (Costs 1 Action). Melee Weapon Attack: +17 to hit, reach 10ft., 1 target. Hit: 19 (2d10 + 10) bludgeoning damage.
Bite Melee Attack. (Costs 1 Action) Melee Weapon Attack: +17 to hit, reach 10ft., 1 target. Hit: 19 (2d8 + 10) piercing damage.
Gore Melee Attack. (Costs 1 Action) Melee Weapon Attack: +17 to hit, reach 10ft., 1 target. Hit: 17 (2d6 + 10) Piercing damage.
Description
The twin brother of the soul that became Baphomet the minotaur demon lord Adlartok is to the wendigo what his brother is to the minotaur. He is tall and guant compared to his brother being larger than even the Greater Wendigos with thick fur and a deer skull where his head should be. He is the Lord of one of the Layers of the Abyss as well as a member of the unseelie court.
Lair and Lair Actions
The 1798th layer of the Abyss known as the forest of famine. He has his own cave which he stays within it except to hunt.
Lair Actions
On initiative count 20 (losing initiative ties), the [Adlartok ] takes a lair action to cause one of the following effects; the [Adlartok ] can’t use the same effect two rounds in a row:
- Adlartok seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with gnawed bones for 1 minute or until Adlartok creates this effect again
- Adlartok chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Adlartok can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
- Adlartok casts obscuring mist, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.
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:
- Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes that shift and change chaotically.
- Humanoids within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
- If a Giant spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Adlartok table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
- If Adlartok dies, these effects fade over the course of 1d10 days.
If the [monster name] dies, these effects fade over the course of #d# days.
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