Large Aberration, Chaotic Evil
Armor Class 16 (Natural armor)
Hit Points 120 (16d10 + 32)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
8 (-1)
Skills Arcana +5, Insight +6, Perception +5, Stealth +5
Senses Truesight 160 ft., Passive Perception 15
Languages Abyssal, Common, Telepathy 60 ft., Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Sight. The Alpha Nothic has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The Alpha Nothic has advantage on saving throws against spells and other magical effects.

Devour Magic. The Alpha Nothic targets one creature it can see within 30 feet of it. The target must make a DC 15 Constitution saving throw. On a failed save, the creature's magical effects, spells, or enchantments are suppressed for 1 minute.

Summon Nothics (Recharge 5-6). The Alpha Nothic magically summons d4 Nothics. The summoned Nothics appear in unoccupied spaces within 30 feet of the Alpha Nothic, act as allies to it, and remain for 1 minute.

Actions

Multiattack. The Alpha Nothic can make two attacks with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage.

Rotting Gaze. The alpha nothic targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw against this magic or take 20 (6d6) necrotic damage.

Eye Rays. The Enraged Nothic Alpha shoots three magical eye rays at random targets it can see within 60 feet of it. Roll a d6 to determine which rays are fired:

  1. Disintegration Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.

  2. Charm Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by the Alpha Nothic for 1 minute.

  3. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

  4. Telekinetic Ray. The targeted creature must succeed on a DC 15 Strength saving throw or be moved up to 30 feet in any direction.

  5. Petrification Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or begin to turn to stone and be restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

  6. Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The Alpha Nothic gains temporary hit points equal to the damage dealt.

Weird Insight. The Alpha Nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the Alpha Nothic's Wisdom (Insight) check. If the Alpha Nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Legendary Actions

Legendary Resistance (2/Day). If the Alpha Nothic fails a saving throw, it can choose to succeed instead.

Description

The Alpha Nothic, an ominous and enlarged version of its lesser kin, stands as the twisted apex of Nothic evolution. Its disfigured form looms large, covered in mottled, coarse fur and sporting grotesque, luminescent eyes that peer into the darkest recesses of the abyss.

The Alpha Nothic is the undisputed leader of a cabal of Nothics, commanding their loyalty with a malevolent intelligence that surpasses that of its lesser brethren. Its presence sends shivers down the spines of even the most seasoned adventurers, for within its corrupted mind lies a mastery of dark, arcane energies that manifests in the form of devastating eye rays.

Bearing the burden of an insatiable hunger for magical essence, the Alpha Nothic is known to unleash its Devour Magic ability upon those who dare wield the arcane arts. Its mere gaze can pierce the magical defenses of its prey, leaving them vulnerable to the horrors that unfold.

In battle, the Alpha Nothic employs a combination of brutal physical attacks and a barrage of eye rays that can disintegrate, charm, induce fear, manipulate with telekinesis, petrify, or drain the life force from its foes. The mastery over such potent magical forces showcases the creature's ascent to a dominant position in the dark hierarchy of aberrations.

Previous Versions

Name Date Modified Views Adds Version Actions
10/18/2024 8:10:16 PM
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Monster Tags: aberration

Habitat: Underdark

AndieTDK

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