Large Monstrosity, Lawful Neutral
Armor Class 10 sand absorbtion
Hit Points 145 (2d6 + 4)
Speed 20 ft., its wings are used for burrowing, not for flying, so if you where wondering, flying is against its abilities.
STR
14 (+2)
DEX
17 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws DEX +6, WIS +8
Skills Perception +11
Damage Vulnerabilities Cold, Piercing
Damage Resistances Fire
Damage Immunities Acid, Necrotic
Condition Immunities Petrified, Restrained, Stunned
Senses Darkvision, Passive Perception 20
Languages Primordial the language it speaks is not understandable. so it really doesn't matter long forgotten language,
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Sand shifter. When anyone uses earth molding abilities Alabaan will move right threw the earth if he rolls a dexterity check of 8 or more.

Spellcasting.  [Alabaan the sand carcass] is a 5-level spellcaster. Its spellcasting ability is [5] (spell save DC 3),( +13 to hit with spell attacks). Alabaan the sand carcass] has following [phsycic-force] spells prepared:
Cantrips (at will): [mold earth], [minor illusion] 
1st level (2 slots): [detect evil and good], [gust of wind] 

Actions

wing bash. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 3) [blunt] damage. 

sand blast. RangedWeapon Attack: +14 to hit, range 5/20 ft sweeping 360 degrees, all targets in vacinity. Hit:1 (1d5 + 3) [petrified] damage.

Reactions

consequential desires. If a party member steals a peice of treasure in Alabaan's lair, they are striped of their strength until the peice is put back or the monster dies, role a 1d4 to see how much of the party members strength score is taken away. The monster will target you immediately after the treasure is stolen.

Legendary Actions

when 40 hp is taken away from Alabaan, he gains a legendary action. This ability stacks.

Sandstorm (Costs 1 Action). Sand peirces the party members for 3 rounds, every member must roll 1d4 to see how much damage they take each round.

mass hypnotism (cost 1 action) any party member with a wisdom score of less than 18 falls asleep automatically for 4 rounds unless interupted by another party member, members with a wisdom of over 18 must make a wisdom savings throw of 12 to stay awake.

enemy mind(cost 1 action)Alabaan disappears and takes control of a the player with the lowest intelligence for 3 turns, gaining all of his/her abilities and stats. He can not use his own abilities in this state.

Description

A sphinx like creature with undead properties and razor sharp dragonfly-like wings. It would almost be pretty if it where not for the rotting and contorted flesh. Said to guard a treasures of old, any body foolish enough to take it without getting rid of his presence will be robbed of his strength mentally and physically. if you get caught in the sand he creates from his body, you will be turned into stone to be seen before the next unlucky adventurer's death.

Lair and Lair Actions

Alabaan's lair is in the middle of very large sand dunes, it is a 40ft by 30ft shrine with stone walls and a sand floor,statues of petrified adventurers are everywhere

Lair Actions

On initiative count 16 (losing initiative ties),  [Alabaan the sand carcass] takes a lair action to cause one of the following effects;  [Alabaan the sand carcass] can’t use the same effect two rounds in a row:

  • uses a legendary action right away.
  • it roars, stunning the players for a round.

Regional Effects

The region containing a the legendary [alabaan the sand carcass]’s lair is [The undead dunes], which creates one or more of the following effects:

  • Every 10 turns, the adventurer(s) must make a wisdom savings throw of 14  so they dont fall under a minor illusion.
  • sandstorms add sand to the adventurer(s) inventory increasing their weight overtime.

If Alabaan the sand carcass dies, these effects fade over the course of 1d6 days.

Monster Tags: undead

Habitat: Desert

thebestro

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