Magic Resistance. Aldinach has advantage on saving throws against spells and other magical effects.
Magic Weapons. Aldinach's weapon attacks are considered magical.
Foul Injection. When Aldinach successfully grapples a creature, she can use her long needles to inject a foul sap into the victim's bloodstream. The creature must make a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 10d8 poison damage at the start of its turn. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Multiattack. Aldinach makes two Needle Thrust attacks.
Needle Thrust. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 22 (5d8) acid damage.
Spellcasting. Aldinach casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):
At will: detect magic, mage hand, minor illusion], fog cloud], unseen servant
3/day each: charm person, misty step, gaseous form, hallucinatory terrain
1/day each: plane shift, mass suggestion
Change Path (Recharge 5–6). Aldinach targets one creature she can see within 60 feet of her that has a "good" alignment. The target must make a DC 23 Wisdom saving throw. On a failed save, the target's alignment changes to chaotic evil, and it becomes charmed by Aldinach for 1 hour or until Aldinach or her companions do anything harmful to it. A creature charmed in this way is compelled to carry out Aldinach's sinister desires. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Parry. Aldinach adds 4 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Aldinach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Aldinach regains spent legendary actions at the start of her turn.
Needle Thrust. Aldinach makes one Needle Thrust attack.
Change Shape (Costs 2 Actions). Aldinach transforms into a different Small or Medium humanoid form.
Terrifying Presence (Costs 2 Actions). Each creature of Aldinach's choice that is within 120 feet of her and aware of her must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aldinach's Terrifying Presence for the next 24 hours.
Description
Aldinach, known as "The Lady of Change," is a lesser demon lord whose very presence exudes an aura of malevolent transformation. She appears as a lithe humanoid woman with mahogany-wood skin and long, dexterous fingers tipped with poisonous needles. To conceal her true monstrous visage, she wears an alabaster mask, which serves as a chilling juxtaposition to her horrifying experiments. Her capricious and reclusive personality is driven by a deep-seated desire to corrupt and pervert notions of goodness, innocence, and purity. She revels in taking holy and righteous beings, such as paladins, priests, and sacred creatures like ki-rins, lammasus, and unicorns, and subjecting them to vile experiments in her twisted fortress known as "Aldinach's Egg."
These experiments warp her victims both physically and mentally, transforming them into half-fiends and enslaving them to her chaotic evil will. Although her victims may initially fight against their newfound natures and be burdened with remorse, they inevitably succumb to deceitfulness and rage. Aldinach's realm, Aldinach's Egg, is an unsettling, towering fortress of iron on the edge of the Grand Abyss, and it's surrounded by territory fiercely defended by the survivors of her experiments. Within its disturbing laboratories and surgeries, Aldinach conducts her unholy work, with a score of chaos beasts named the Brethren dwelling in the Forbidden Chambers to deal with any guests who outstay their welcome.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Aldinach can take one of the following lair actions; she can’t take the same lair action two rounds in a row:
Chaotic Experimentation. The very fabric of Aldinach's laboratory is suffused with chaotic energy. One random creature within the laboratory must make a DC 16 Wisdom saving throw. On a failed save, the creature is subjected to a chaotic transformation, causing it to gain the effects of the confusion spell for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Distorted Reality. The laboratory's reality is highly unstable, causing sudden shifts and distortions. A random 10-foot by 10-foot area within the laboratory becomes a difficult terrain for 1 minute. Additionally, any creatures within this area must succeed on a DC 15 Dexterity saving throw or take 2d6 force damage as they are momentarily displaced by the shifting terrain.
Aldinach's Creations. Summon one of her twisted experiments to her aid. This can be a creature like a half-fiend or any other monstrous abomination she has created (one demon maximal CR of 5). The summoned creature acts immediately after Aldinach in the initiative order and remains in the laboratory until it is defeated.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/7/2023 9:32:27 PM
|
5
|
1
|
1
|
Coming Soon
|
|
|
11/7/2023 9:35:39 PM
|
8
|
1
|
--
|
Coming Soon
|
Comments