Medium Humanoid, Any Non-Good Alignment
Armor Class 28
Hit Points 777 (40d20 + 222)
Speed
STR
26 (+8)
DEX
22 (+6)
CON
18 (+4)
INT
10 (+0)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws CON +10, WIS +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 20
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Dark Aetherforce Wielder. The Alacoth Marauder can call upon the Aetherforce, granting him unique spells. 

Master Dual Wielder. The Alacoth Marauder dual wields plasmasabers, and can add their attack modifier to their second attack roll. 

Spellcasting. The [Alacoth Marauder] is a 10th-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 18, +8 to hit with spell attacks). The [Alacoth Marauder] has following [Aetherforce] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Multi-attack. The Alacoth Marauder can make two melee attacks per turn.

Fury. The Alacoth Marauder goes into a berserk mode, adding their wisdom modifier to their next melee attack made. 

Plasmasaber Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 22 (1d20 + 14) [Radiant] damage. On a critical hit, severe a limb from the target. If there are no remaining limbs to sever, cut the target in half or decapitate. 

Atherforce Jump. Melee Weapon Attack: +18 to hit, range 15/45 ft., 1 target. Hit: 22 (1d20 + 14) [Radiant] damage. The Alacoth Marauder leaps into the air, traveling up to 45ft away to a space occupied by a creature. That creature must pass a Constitution Save DC18 or be knocked prone for 1 round. 

Bonus Actions

Dodge, Disengage, Hide

Reactions

Atherforce Repulsion. All creatures within 5ft of you must pass a Strength Save DC18 or be knocked backward 60ft and left prone for one round. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Acaloth Marauders

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] 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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

D_M_Baelfire

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