Amplify Lightning. Whenever a spell that deals lightning damage includes Aluvu's mech in its area, the spell deals an extra 9 (2d8) lightning damage.
Paragon Fortitude. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, the creature is killed.
Paragon Exhaustion. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.
Spellcasting. Aluvu is a 7th level innate spell caster with a spell save DC 14 and +6 to hit with spell attacks. Aluvu has following spells prepared:
Cantrips (at will): Mage hand, Message, Minor illusion, Lightning Lure
4/Day: dissonant whispers, hex, hideous laughter, shield
3/day: crown of madness, mirror image
3/day: lightning bolt
1/day: Compulsion
Multiattack. Aluvu makes two slam attacks, uses Arc Lightning twice, or casts one spell.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 13(2d8 + 4) bludgeoning damage plus 10 (3d6) lightning damage.
Arc lightning. Ranged spell Attack: +7 to hit, range 30 ft., 1 target. Hit: 16 (3d10) lightning damage, and lightning jumps form the target to one creature of Aluvu's choice that he can see within 30 feet of the target. That second creature must succeed on a dc 15 dexterity saving throw or take 13 (3d8) lightning damage. Hit or miss: Aluvu takes 5 (1d10) force damage after resolving the attack.
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