Large Humanoid, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 18 (1d10 + 8)
Speed 45 ft.
STR
22 (+6)
DEX
8 (-1)
CON
8 (-1)
INT
8 (-1)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws STR +8
Skills Athletics +1, Intimidation +4, Religion +3, Survival +2
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Force, Piercing, Slashing, Ranged Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 12
Languages Common Aleetan, Primal Aleetan, common
Challenge 3 (700 XP)
Proficiency Bonus +2
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 +2, and their armor is -1. this repeats.

Actions

Aleeta Combat Knife-Close range: In 5t ft range, it can be used to do 1d4 piercing damage.

Sorrow of Regret: This is a 5 ft range Hammer. It does 2d8 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 unarmed hit in. It will also screech and alert the rest of the Pack.

Legendary Actions

Revenge for my brothers!: Jonbashtoonoo can choose to do a raging smash, causing a shock wave. it reaches 20 ft and does 1d6 damage.

Mythic Actions

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Description

The Aleeta stalker are a bi-pedal predatory, lethal, weak, and, most of the time, religious race. they stand from 8'11 ft to 11'10 ft. they are a cult sort of religion, drawing them to usually be chaotic neutral or evil. their skin is scaly, and completely black. in fact only their eyes aren't black and can be blue, green, yellow, orange, or red. they have hands similar to humans, but have two index fingers and a thumb as long as their index fingers, and they all have claws. the feet have three clawed toes. their face looks like a skull, because their skull is exposed to make them faster.

Lair and Lair Actions

The Tower of Sorrow

The Tower is very well guarded, because this is a major, moveable, massive base that also can double to transport goods. It's orange, and is about  430 ft x 1670 ft square. It is a very important base to the aleetas.

Lair Actions

On initiative count 10 (losing initiative ties), Jonbashtoonoo takes a lair action to cause one of the following effects; Jonbashtoonoo can’t use the same effect two rounds in a row:

  • The regretful boulder: A boulder falls in the center of the room, taking up a 4 by 4 space. if it falls on a character, they take 3d8 bludgeoning damage.
  • 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 Tower of Sorrow 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.
  • Primative attacks: This can only be used every 30 minutes. a ship may drop of 3 special units that only Jonbashtoonoo can control. this effect wears off a lot faster than others and only after 30 minutes. It spawns aleeta stalkers but with rage blades that do 2d10 piercing damage. they are also 5 ft faster.

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

Habitat: DesertForestGrassland

Ender_Mare001

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