Medium Aberration (Shapechanger), Chaotic Evil
Armor Class 18 Cloak of Chaos
Hit Points 200 (8d20 + 40)
Speed 45 ft., walk 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
20 (+5)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws INT +13, CHA +11
Skills Arcana +10, Deception +8, Insight +5, Performance +8
Damage Resistances Radiant
Damage Immunities Force, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Paralyzed, Unconscious
Senses Blindsight 60 feet., Darkvision 120 feet., Passive Perception 25
Languages Common but all creatures in his lair know what he is saying, and vice-versa.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. Acklir is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +5 to hit with spell attacks). Acklir has following Cleric spells prepared:
Cantrips (at will): Invoke Duplicity, Dimension Door, Minor Illusion, Thaumaturgy

1st level (4 slots): Disguise Self, Mirror Image, Blink, Command

2nd level(4 slots): Hold Person, Silence, Darkness

3rd level(3 slots): Tongues, Bestow Curse, Meld into Stone

4th level(2 slots): Polymorph, Banishment

Actions

Multiattack. Acklir can make a melee battleaxe attack or use chaos. He can then make up to four wing or claw attacks.

Chaos. Acklir causes one simple, semi-real effect to take place. (effects stack)

Battleaxe. Acklir makes one melee attack with his battleaxe. +0 to hit, hit: 2d8 psychic damage. On a critical hit, one appendage of Acklir's choice is severed magically. Pressing the severed appendage to the wound restores it but does not heal the psychic damage.

Claw. Acklir attacks with one of his wing-claws. +0 to hit, hit: 1d8 slashing damage.

Wing. Acklir beats one of his wings. +4 to hit, hit: 1d4-1 blugeoning damage, target is stunned and prone. Miss: target is prone.

 

Reactions

Alter Reality. Acklir changes the properties of an object or creature to be like that of another object or creature (creature save DC: 17)

Goop. Acklir causes an Acklith Goop to form from his body, taking shape 5 feet in any direction of Acklir's choice.

Parry. Acklir can absorb up to half damage from a melee attack. (Ignore DC: 15)

Legendary Actions

Acklir can take up to 3 legendary actions until the beginning of his next turn. He can take one action at the end of another creature's turn.

Chaos (Costs 1 Action). Acklir uses Chaos (see Actions)

Card Trick (Costs 2 Actions) Acklir creates up to 10 Large or smaller objects or creatures under his command. They have AC: 10 and 1 hit point. Any legendary actions, lair actions, and magical abilities do not function for created creatures. Objects are non-magical.

Combat Glee (Costs 1 Action) Acklir moves up to half his speed and makes a battleaxe attack or two claw or wing attacks.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Acklir's lair resembles a chaotic circus, with demented forms of entertainers, performers, and circus animals. From the outside, it appears to be a circus tent with stripes of orange, white, and blue. 

Lair Actions

On initiative count 20 (losing initiative ties), Acklir uses 2 lair points to cause up to two of the following effects; Acklir can’t use the same effect two rounds in a row:

  • Chaos. Acklir uses Chaos twice (1 point)
  • Planar Portal. Acklir creates a portal to another plane of existence. The portal lasts for 1 minute.
  • Command. Acklir commands his Ackleons, Acklithes, or Acklith Goops in any way.

Regional Effects

The region containing Acklir’s lair is embodied of infinite Chaos, which creates one or more of the following effects:

  • Within 10 miles of Acklir's Lair, planar portals to other planes open up, causing special chaotic effects on the other side. (i.e.: the up-side-down lantern forest on the Material Plane).
  • Around Acklir's Lair, Acklithes, which resemble dragons, make nests and breed. Their eggs are then gathered and trained as mounts for Acklir's Ackleon generals.

If Acklir dies, these effects fade over the course of 2d20 days. The Acklithes continue to breed near the location.

Monster Tags: abberationhumanoid

Creebe

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