Legendary Resistance (3/Day). If the Alpha fails a saving throw, it can choose to succeed instead.
Pack Tactics. The Alpha has Advantage on an attack roll against a creature if at least one of the Alphas’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Keen Hearing and Smell. The Alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The Alpha can use its Frightful Presence. It then makes three attacks: one with its bite/or pounce and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Pounce. If the Alpha moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Alpha can make one bite attack against it as a bonus action.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Frightful Presence. Each creature of the Alpha's choice that is within 120 feet of the Alpha and aware of it must succeed on a DC 19 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 itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Alpha's Frightful Presence for the next 24 hours.
The Alpha 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 Alpha regains spent legendary actions at the start of its turn.
Detect. The Alpha makes a Wisdom (Perception) check.
Pounce. The Alpha makes a pounce attack.
Huff & Puff (Costs 2 Actions). The Alpha huffs and puffs and blows it's enemies down. Each creature within 15 feet of the Alpha must succeed on a DC 23 Dexterity saving throw or take 15 [rollable](2d6 + 8) bludgeoning/rollable damage and be knocked prone.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Alpha takes a lair action to cause one of the following effects; the Alpha can’t use the same effect two rounds in a row:
- Magical darkness spreads from a point the Alpha chooses within 60 feet of it, filling a 15-foot-radius sphere until the Alpha dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing the Alpha lair is warped by the Alpha's presence, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and dense.
- Fog lightly obscures the land within 6 miles of the lair.
If the Alpha dies, vegetation remains as it has grown.
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