Large Humanoid, Chaotic Neutral
Armor Class 19 Spiked Armor
Hit Points 19 (1d6)
Speed 30 ft.
STR
21 (+5)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +9, DEX +7
Skills Intimidation +3, Performance +1, Religion +3, Survival +1
Damage Resistances Bludgeoning, Force, Slashing, Ranged Attacks
Damage Immunities Fire
Senses Passive Perception 7
Languages Common Aleetan, Rare Aleetan, Officer aleetan, Royal Aleetan, Common
Challenge 12 (8,400 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 every time one dies.

Slowed Power: you may down your speed by 10, to gain 5 more strength.

Actions

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

Tri-Launcher: This is a custom weapon made specifically for Joomboockoo. It does 1d8 damage per rocket, and can fire up to three rockets at a time. but after a two shot in one go, it skips your next turn in terms of attack, and same for three shots, but it skips your turn completely.

 

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.

Legendary Actions

 The Great Depperession: Joomboockoo can Cause a blast of unknown energy, and makes the characters less accurate. -2 when rolling to see if you hit.

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 tanks are aleetas in heavy armor. their armor is very tough and protect them well. this is the reason he is given the tri-launchers. He is powerful and has a lengendary attack.

Lair and Lair Actions

Penitentiary of Sadness

The Penitentiary of Sadness is down in a crater, to hold random prisoners caught in battle near the prison.

Lair Actions

On initiative count 9 (losing initiative ties), Joomboockoo takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

Saws: Saws will come out of the walls, covering a 2 by 2 space. they do 3d6 piercing damage. up to 4 can spawn. they despawn after 2 rounds.

Falling Stones: a stone will start falling. It can be seen one round before it hits the ground. If it hits a character it does 3d12 bludgeoning damage.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], 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.

Sorrowful wails: every 2 fight, the parties rolls to see if they can hit go down by 1.

If Joomboockoo dies, these effects fade over the course of 1 day.

Previous Versions

Name Date Modified Views Adds Version Actions
5/4/2023 3:55:28 PM
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1
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Habitat: DesertForestGrassland

Ender_Mare001

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