Huge Monstrosity, Neutral Evil
Armor Class 18 natural armor
Hit Points 156 (18d12 + 45)
Speed 15 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +11, CHA +9
Skills Athletics +11, Intimidation +9, Perception +8, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Incapacitated
Senses Blindsight 120 ft., Darkvision 300 ft., Passive Perception 18
Languages Deep Speech
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Paracausal Resistance. Alak-Hul has advantage on saving throws against spells.

Terror of the Night. Alak-Hul has advantage on Dexterity (Stealth) checks while in dim light or darkness, and his darkvision can see in magical darkness. Alak-Hul can use his bonus action to move up to 15 feet toward a Frightened creature.

Cloud of Darkness. While not Incapacitated, Alak-Hul radiates a cloud of magical darkness in an 60-foot spherical radius that is always centered on himself, even should he use his Dark Phasing legendary action. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. Creatures of Alak-Hul's choice that start their turn in the cloud, or who enter the cloud for the first time on a turn, must succeed on a DC 16 Wisdom saving throw or become Frightened of the darkness. Creatures Frightened in this way are also Paralyzed. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. Creatures that succeed on their saving throw, or for which the effect ends, are immune to being Frightened in this way for 24 hours. 

Actions

Multiattack. Alak-Hul can use his axe slam, then make two melee attacks.

Double-Headed Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) slashing damage plus 18 (4d8) necrotic damage.

Axe Slam (range 15 ft., recharge [5-6]). All targets of Alak-Hul's choice within 5 feet of a space within range must make a DC 16 Strength saving throw. A target takes 35 (10d6) necrotic damage and is knocked Prone on a failed save. On a success, a target takes half as much damage and isn't knocked Prone.

Legendary Actions

Alak-Hul can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. Alak-Hul regains spent legendary actions at the start of his turn.

Detect. Alak-Hul makes a Wisdom (Perception) check.

Move. Alak-Hul moves up to 30 feet without provoking opportunity attacks.

Dark Phasing. Alak-Hul phases into the Ascendant realm, becoming completely undetectable until the start of his next turn, at which point he returns to an unoccupied location within 60 feet of his original location. He cannot use legendary actions until then.

Attack (costs 2 actions). Alak-Hul makes an attack with his double-headed axe.

Sombreric

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