Huge Aberration (Half-Dragon), Lawful Evil
Armor Class 24 Natural Chitin
Hit Points 330 (40d10 + 130)
Speed 20 ft., Fly 80 ft., Walk 40 ft., Swim 50 ft.
STR
27 (+8)
DEX
22 (+6)
CON
19 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws STR +15, DEX +13, CON +11, WIS +10
Skills Deception +12, Insight +12, Perception +22, Stealth +25
Damage Vulnerabilities Lightning
Damage Resistances Force, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Blinded, Exhaustion, Frightened, Incapacitated
Senses Darkvision 120 ft., Passive Perception 22
Languages Abyssal, Celestial, Common
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

 Legendary Resistance (3/Day). If Al'colam fails a saving throw, it can choose to succeed instead.

Magic Resistance. Al'colam has advantage on saving throws against spells and other magical effects.

Avoidance. If Al'colam is subject a Dexterity saving throw and succeeds the saving throw, he takes no damage. If Bellum fails then he only takes half of the damage. 

Magic Weapons. Al'colam’s weapon attacks are magical.

Gaze of the Aharem. When a creature meets the gaze of an Aharem's golden eyes, the creature must make a DC 23 Wisdom Saving Throw or be stunned for six seconds. On the start of the creatures next turn, they must make a DC 23 Charisma Saving Throw or take 26d6 psychic damage.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Aharem until the start of its next turn, when it can avert its eyes again. If the creature looks at the Aharem in the meantime, it must immediately make the save.

 Regeneration. Al'Colam regains 20 hit points at the start of his turn. If he takes lightning or radiant damage, this trait doesn’t function at the start of his next turn. Al'Colam dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Claws of the Jabberwok Slayer. Shards of a Vorpal Sword once broken against the Al'colam replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the Exarch rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8 slashing damage.) A target is immune to this effect if it is immune to slashing damage, has legendary actions, doesn’t have or need a head, or if you decide that the target is too large for its head to be cut off by Al'colam claws. If removed, the shards lose their magical powers.

Actions

Multiattack. Al'colam makes either three melee attacks--one with its bite and three with its tendrils{two Slash/one Stab}, one breath attack, or an eye attack.

Tendrils. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 12) slashing damage. On a critical hit refer to Claws of the Jabberwok Slayer. 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 12) piercing damage and the target must make a Constitution Saving Throw DC 17 or be under the effects of any of the effects listed below:

1 - Modify Memory

2 - [spellSlow[/spell]

3 - Negative Energy Flood

4 - Blight

Legendary Actions

The Al'Colam 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 Al'Colam regains spent legendary actions at the start of its turn.

Tendril Attack. Al'Colam makes one tendril attack.

Dash (Costs 2 Actions). Al'Colam can dash an additional 60 ft.

Grapple and fly(Costs 3 Actions). Al'Colam makes one tendril attack and grapples the target into the sky.

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2019 2:15:31 AM
42
0
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Coming Soon

Monster Tags: abberation

Habitat: Mountain

Ringsaround

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