Huge Monstrosity, Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 30 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
8 (-1)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws STR +12, DEX +5, CON +11, WIS +7
Skills Perception +12, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Darkvision 600 ft., Truesight 60 ft., Passive Perception 22
Languages Abyssal
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Primal Darkvision. The amaurot has a darkvision range of 600 feet and can see through magical darkness.

Den Hunter. The amaurot gains advantage on initiative when in its lair.

Actions

Multiattack. The amaurot can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 9) piercing damage plus 5 (1d10) necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the amaurot's choice that is within 120 feet of the amaurot and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the amaurot's Frightful Presence for the next 24 hours.

Dark Embrace (Recharge 5-6). The amaurot exhales necrotic bile in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

Void Shroud (3/Day). The amaurot envelops itself in shadows. This increases the amaurot's AC by +2 and reduces incoming damage to half until the start if its next turn.

Legendary Actions

The amaurot 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. The dragon regains spent legendary actions at the start of its turn.

Tail Attack. The amaurot makes a tail attack.

Abyssal Scream (Costs 2 Actions). The amaurout a horrid shriek. Each creature within 10 feet of the amaurot must succeed on a DC 18 Wisdom saving throw or take 14 (3d6 + 7) psychic damage and be knocked prone.

Lair and Lair Actions

An Amaurot's Lair

For their lairs, amaurot like to remain secluded within caves deep within the earth or mountains, often creating their lairs in ancient buried cities or temples and in abandoned mines. They often isolate in order to raise their offspring known as shadowstalkers. Considering the fact that amaurots are very unnatural creatures the cross over from the Fracture unpredictably, they leave an effect on the environment around them.

The challenge rating of a legendary amaurot increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the amaurot can take one of the following lair actions; the amaurot can’t take the same lair action two rounds in a row:

Dark Protection. The amaurot is able to gain immunity to one elemental damage of its choice until the start of its next turn.

Weight of Darkness. The darkness that lies within the lair becomes more and more suffocating around to creatures. Creatures within 60 feet of the amaurot must make a DC 16 Wisdom saving throw or become blinded until the end of their turn. Any magical and nonmagical light sources are instantly put out.

Abyssal Surpression. Potent dark and unnatural magic fills the lair. If a creatures attempts to cast a spell, they must make a Wisdom saving throw DC 10 + spell level. On a failure, the is immediately snuffed out.

Regional Effects

The region surrounding a legendary amaurot's lair is altered by the amaurot's magic, creating one or more of the following effects:

Fractured Communication. Whenever a creature that can understand a language is near a fracture puddle within 6 miles of the amaurot's lair, the amaurot can establish telepathic contact with that creature and converse from the fracture puddle.

Primal Shadow. Upon entering the amaurot's lair, creatures are immediately enveloped in darkness that almost feels suffocating. The area is considered difficult terrain if you don't have a natural light source.

If the amaurot dies, the influence of the fractured plane diminish immediately.

Habitat: Underdark

aplyokai

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