Medium Aberration, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 403 (31d8 + 248)
Speed 40 ft.
STR
27 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
21 (+5)
WIS
21 (+5)
CHA
25 (+7)
Saving Throws INT +12, WIS +12, CHA +14
Skills Arcana +15, History +15, Insight +13, Perception +13
Damage Resistances Acid, Cold, Fire, Lightning, Poison, Psychic, Thunder
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 120 ft, Passive Perception 23
Languages Deep Speech, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Alien Mind. If a creature tries to read Arixtul's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (3/Day). If Arixtul fails a saving throw, it can choose to succeed instead.

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

Regeneration. Arixtul regains 25 hit points at the start of its turn. If Arixtul takes radiant damage, this trait doesn’t function at the start of its next turn. Arixtul dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Leap. As a bonus action, Arixtul can leap up to 40 feet to an space it can see. If the space is occupied and it is a creature occupying the space that creature takes 4D6 force damage.

Teleport. As a bonus action, Arixtul can teleport up to 30 feet to an unoccupied space it can see.

Actions

Multiattack. Arixtul makes two Claw attacks and uses its Induction once.

Left Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 8) piercing damage. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or be infected with a disease—a minuscule slaad egg.

A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process.

If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated.

Right Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage. If the target is a humanoid, it must succeed on a DC 18 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

Induction. Arixtul's targets one creature it can see within 60 feet of it. The target must succeed on a DC 22 Charisma saving throw or take 22 (4d6 + 8) psychic damage and become inducted for 1 minute.

An inducted creature’s mind is sealed within themselves. The creature must use it's reaction to attack the nearest ally every turn, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Charisma check or the spell targets an ally instead. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Arixtul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arixtul's regains spent legendary actions at the start of its turn.

Claw. Arixtul makes one attack with its Tentacle Whip.

Spawn Aberration (Costs 2 Actions). Arixtul regurgitates an [Tooltip Not Found] in an unoccupied space within 5 feet of it. The monster  is under Arixtul's control and acts immediately after Arixtul  in the initiative order.

Mind Lock(Costs 3 Actions). Arixtul  magically targets one creature and make it roll a 22 Wisdom saving throw or take 30(5d8 + 8) force damage and be charmed 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.

Naxijuto

Comments

Posts Quoted:
Reply
Clear All Quotes