Medium Monstrosity, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 20 ft., Fly 60 ft.
STR
20 (+5)
DEX
30 (+10)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +12, DEX +17, CON +10, WIS +9
Skills Acrobatics +19, Sleight of Hand +14, Stealth +19
Damage Vulnerabilities Acid
Damage Resistances Fire, Lightning
Damage Immunities Cold, Force, Necrotic, Poison, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. The alikooko has advantage on saving throws against spells and other magical effects.

Pact Tactics. The alikooko has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Flyby. The alikooko does not doesn't provoke opportunity attacks when it glides out of an enemy's reach.

Actions

Multiattack. The alikooko use its Perfect Camouflage and then makes two attacks with its Comatose Claws. Alternatively, it can make three attacks with its Comatose Claws.

Comatose Claws. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) poison damage. The target must succeed on a DC 21 Constitution saving throw or become unconscious for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mind Blast (Recharge 5–6). The alikooko magically emits psychic energy in a 60-foot sphere. Each creature in that area must succeed on a DC 20 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Perfect Camouflage (Recharge 5–6). The alikooko becomes invisible. If it is hit by a weapon attack or spell, the alikooko must succeed a DC Constitution saving throw of 5 + the damage taken. On a fail, the alikooko is no longer invisible.

Bonus Actions

Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the alikooko. Hit: 55 (10d10) force damage. If this damage reduces the target to 0 hit points, the alikooko kills the target by extracting and devouring its brain.

Reactions

Scoop and Run. If a creature becomes incapacitated, the alikooko flies to that creature performs a special Scoop Attack: +12 to hit, reach 5 ft., one creature. If it hits, the creature is grappled by the alikooko.

Description

Roam in pacts of two to four.

Feed on the consciousness of creatures by devouring their brain.

Once they incapacitate a creature, they grab them and use their membranous wings to fly to a high place so they can begin attempting to devour the victim's brain. 

Silvered weapons are highly advised when dealing with these creatures as well as acid. These are the only forms of damage that seem to stop their rapid form of healing. Fire and lightening work to an extent but are not as effective. 

PapaPhueph

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