Large Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 5 ft., Fly 80 ft. (hover)
STR
23 (+6)
DEX
11 (+0)
CON
17 (+3)
INT
20 (+5)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws CON +9, INT +11, WIS +9
Skills Intimidation +20, Perception +15
Damage Immunities Fire, Radiant
Condition Immunities Deafened
Senses Truesight 120 ft., Passive Perception 25
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Unusual Nature. The alghariba does not require food, drink, or air.

Fiery Body. A creature that touches the alghariba or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination. The alghariba sheds bright light in a 5-foot radius and dim light for an additional 20 feet. This light penetrates cover within its range, but only appears on the other side if that side is also within its radius.

Ghastly Light. All bright light within 60 feet of the alghariba has radius cut in half, and all dim light that same area has its radius doubled. The radius of an area of bright light cannot be reduced beyond 5 feet by this trait. In addition, the light's area penetrates cover. The alghariba's Illumination trait is exempt from this trait.

Blinding Radiance. All bright within 30 feet of the alghariba--including that shed by its Illumination trait--becomes so brilliant as to be blinding. Any creature other than an Aberration that looks at an area of bright light must make a DC 19 Constitution saving throw or be blinded for 1 minute.

Heated Weapons. All of the alghariba's weapon attacks deal an extra 10 (3d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The alghariba makes two Tentacle attacks and one Flame Ray attack.

Tentacle. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 10 (3d6) fire damage. 

Flame Ray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 16 (3d6 + 6) fire damage.

Frightful Presence. Each creature of the alghariba's choice within 60 feet of it must make a DC 19 Wisdom saving throw or be frightened of the alghariba for 1 minute.

Legendary Actions

The alghariba 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. The alghariba regains spent legendary actions at the start of its turn.

Psionic Detect. The alghariba makes a Wisdom (Perception) check with advantage.

Fire Blast. The alghariba makes one Flame Ray attack.

Faint-Hearted's Bane (Costs 2 Actions). One creature frightened by the alghariba takes 10 (3d6) radiant damage, and the alghariba regains hit points equal to the damage the creature takes.

Description

Aleayn algharibas are living representations of the Far Realm's desire to annex all other planes into its maddening expanse. Despite having all the insanity of the Far Realm within, algharibas are some of the most ordered aberrations out there. They hold themselves to strict moral codes, although the nature of those codes is utterly alien to the Material Plane.

Algharibas appear as massive orange-lidded eyes with wing-like structures of tentacles. They are perpetually aflame, and warp light in their presence. They feed off of the fear of other creatures, growing more powerful through it.

Most algharibas have at least one of the following goals in mind. First and foremost among them is the very reason for their existence: spread the Far Realm into the Material Plane. This desire is rivaled only by a need to be the brightest light on a world. Every alghariba aims to one day consume and replace their world's sun in an almighty finale of conquest.

Lair and Lair Actions

Aleayn algharibas lair in dark caverns that almost never see the light of day. There, it fosters its own light without competition, the lair itself becoming warped with slimy, tentacle-like shapes.

Lair Actions

On initiative count 30 (losing initiative ties), the alghariba takes a lair action to cause one of the following effects; the alghariba can’t use the same effect two rounds in a row:

  • Scorching Ray. The alghariba casts the scorching ray spell (no components required).
  • Squirming Ground. The ground within 90 feet of the alghariba writhes and twists. Any creature on the ground within that area must succeed on a DC 19 Strength saving throw or be pulled up to 20 feet towards the alghariba and be knocked prone. Targets frightened by the alghariba have disadvantage on this saving throw.
  • Radiant Eyes. Glowing eyes open on the ground within 90 feet of the alghariba. The alghariba can target any number of creatures within that range. Each target must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) radiant damage as the eyes shoot beams of light at them. Targets frightened by the alghariba have disadvantage on this saving throw. The eyes then close. The alghariba can't use this lair action again until it has used a different one.

Regional Effects

The region containing an alghariba’s lair is warped by the creature's presence, which creates one or more of the following effects:

  • Writhing Passages. Underground surfaces within 1 mile of the alghariba's lair writhe and squirm with slimy tentacles and are difficult terrain.
  • Aberrant Gloom. All light sources (with the exception of those created by the alghariba) within 1 mile of the lair snuff themselves out, but spring back to life when within 60 feet of the alghariba.
  • Haunting Light. As an action, the alghariba can create a wisp of fiery light within 1 mile of the lair. The wisp sheds bright light in a 5-foot radius and dim light for an additional 10 feet, and its light is affected by the alghariba's Blinding Radiance trait. The wisp can appear at any place the alghariba has seen before or in any location a creature frightened by the alghariba can currently see. Any such creature can recognize the wisp as originating from and being an extension of the alghariba on sight. Once created, the wisp lasts for as long as the alghariba maintains concentration, as if concentrating on a spell. The alghariba can sense, speak, and use Frightful Presence and lair actions from the wisp's position as if it were present at that position. 

If the alghariba dies, the first two effects fade over the course of 3d10 days.

ScorchDragon

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