Magic Absorption. Ajak has the ability to absorb magic. any spell cast upon is rendered useless against it. It can steal a casters magic and use it to create a larger more powerful spell. this effect lasts until it dies.
Undetermined Will. Ajak is strong and will resist many of your attacks. You feel undetermined as if you are destined to lose. You have disadvantage on all checks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Magic Reversal. Magic Attack: +7 to hit reach 75 ft., one target Hit: 10 (4d6) fire damage.
Deathlike Swipe. Melee Attack: +5 to hit reach 75 ft., one target Hit: 10 (4d6) slashing damage
Acid Breath. Magic Attack: +7 to hit reach 75 ft., one target Hit: 10 (4d6) acid damage.
Magic Backfire. If an opponent uses a magic attack (excluding magic items) it will do no damage to him and he will repel it back at the original caster doing double the damage. He can use this infinitely.
Ajak can take 3 legendary actions, using the Elemental Assault option below. It can take only one legendary action at a time and only at the end of another creature’s turn. Ajak regains spent legendary actions at the start of its turn.
Elemental Assault. Ajak uses the souls of the fallen to conjure 5 elemental attacks.
Fire Barrage. Magic Attack: +7 to hit reach 250 ft., one target Hit: 10 (4d6) fire damage.
Thunder Strike. Magic Attack: +7 to hit reach 300 ft., five targets Hit: 10 (4d6) thunder damage.
Lightning Swirl. Magic Attack: +7 to hit reach 300 ft., one target Hit: 10 (4d6) lightning damage.
Cold Assault. Magic Attack: +7 to hit reach 250 ft., five targets Hit: 10 (4d6) cold damage.
Acid Blast. Magic Attack: +7 to hit reach 300 ft., five targets Hit: 10 (4d6) acid damage.
Description
Ajak the Stealer, ruler of the monsters. He stands at 75 feet tall with a slouched figure. he is humanlike with red scaley skin and a long tail. His head is sharp similar to a dragons he has horns on his head, shoulders, tail, and back. He has a large mouth with sharp yellow teeth in two rows. he has slits for nostrils and deep red eyes. he has dark black hair on his head and underarms. his hands and feet are deadly, with long sharp claws coming out of their tips. he is surrounded with an ominous presence represented by a dim purple glow. You can almost hear the screams of the fallen surrounding him.
Lair and Lair Actions
A Beholder’s Lair
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
- A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
- Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
- When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10 days.
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