Large Humanoid, Chaotic Evil
Armor Class 19 Spiked Armor
Hit Points 18 (1d6)
Speed 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
14 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +9, DEX +8
Skills Intimidation +3, Performance +1, Religion +3, Survival +1
Damage Resistances Bludgeoning, Force, Slashing, Ranged Attacks
Damage Immunities Fire
Senses Tremorsense, Passive Perception 6
Languages Common Aleetan, Rare Aleetan, Officer Aleetan, Royal Aleetan, Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Pack Bond: They usually stay in packs, and attack one at a time, and will attack more aggresively then keeping their defense up. When one dies, their damage is +1, and their armor is -1. this repeats.

Slowed Power: you may down your speed by 5, to gain 3 more strength.

Actions

Aleeta Combat Knife-Close range: In close range combat, this does 1d4 piercing damage.

Wrath Mini-gun:this does 8d6 piercing damage.

 

 

Bonus Actions

religious rage: If the aleeta is religious, they are highly aggresive or at the least very agitated if they hear a character does not believe in their belief. it is called the "Darkened". If an enemy says they hate the religion or believe in another religion, they have a moment of rage which gives them +4 damage until the specific enemy is dead.

 

Reactions

Quick Reaction: If the enemy sneaks up, attacks, and the aleeta still lives, they can automatically turn around, and if it's a melee attack, get a weak unarmed hit in. It will also screech and alert the rest of the Pack. If the monster chooses to, they can use a 2d8 mini-gun melee.

Legendary Actions

.The Dark One's Wrath: If the monster chooses so, Janock can rage and get +6 Damage and +1 Armor for 3 rounds. once used, you must wait a day before reusing it.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The aleeta officer tanks are aleetas in very heavy armor. their armor is very tough and protect them well. this is the reason the are mini-guns. this one has one, and is one of the lowest-ranking high-ranking aleetas.

Lair and Lair Actions

The Prison of Wrath

The Prison is very well guarded, as for the prison holds many good enemy soldiers. It is Black, and is about 950 ft x 1125 ft square. It is a black and red prison.

Lair Actions

On initiative count 8 (losing initiative ties), Janock takes a lair action to cause one of the following effects; Janock can’t use the same effect two rounds in a row:

  • Raging Spikes: 5 Spikes will come up from the ground, and take up 1 square. If it comes up onto a character or a character steps on it, it does 2d4 piercing, but if you stay in the square, you will not take any damage from it until you get off and get back on it. they despawn after 4 rounds
  • Barriers: spawns several barriers that come up. they do no damage, but provide cover for characters. they despawn after three rounds.

Regional Effects

The region containing The Prison Of Wrath is Protected by a Super Carrier, which creates one or more of the following effects:

  • Super Laser: this Effect can only be used once every hour. The laser will spawn NEAR The party, and creates a blast, pushing them back 10 ft. if a character walks into the area of the blast, they take 5d6 damage until they die or leave the area.

If Janock dies, these effects fade over the course of 6 days.

Habitat: DesertForestGrassland

Ender_Mare001

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