Huge Aberration, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 294 (30d12 + 84)
Speed 30 ft., flying speed(cannot go past 60 feet up)
STR
17 (+3)
DEX
11 (+0)
CON
18 (+4)
INT
19 (+4)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +11, CON +12, INT +12
Skills Arcana +11, Deception +7, History +11, Insight +9, Intimidation +11, Investigation +11, Nature +11, Perception +13, Religion +11
Damage Vulnerabilities Cold, Fire, Radiant
Damage Resistances Acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Senses Darkvision range 120 feet , Unknown can see from any side of its body, Passive Perception 22
Languages All, Telepathy range 1,000 feet. Can speak to up to 500 people at once and can let them respond though it doesnt have to
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting. The Alpha Death Kiss's Innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Alpha Death Kiss can cast the following spells, requiring no material components.

Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Chill Touch, Mind Spike
3/day each: Detect Magic, Detect Poison and Disease, Alarm, Identify

2/day each: Detect Thoughts, Locate Object, Zone of Truth, Sending, Silence, Thunderwave

1/day each: Fear, Hold Person, Darkness, See Invisibility, Levitate

Fountain of Blood. When an Alpha Death Kiss dies all creatures within 20 feet of it must make a DC 20 dexterity saving throw as suddenly all the blood inside it comes exploding out and blinds all creatures who fail the save inside the radius for 1 hour or until the blood is wiped off and eyes are treated with a successful medicine check (DC 17) or they are magically healed.

Actions

Multiattack. The Alpha Death Kiss may make up to 4 tentacle attacks per turn and can replace 1 tentacle attack each to make blood drain attacks on grappled creatures. It can also choose to sacrifice 1 tentacle attack to cast any cantrip and 2 tentacle attacks to cast other spells.

Tentacle. Melee Weapon Attack: +11 to hit, reach 25 ft., 1 target. Hit: 25 (4d8 + 5) piercing damage. The Death kiss then immediately grapples the target(Escape DC 16).

Blood Drain. One creature grappled by the Alpha Death Kiss or under the effect of its Hold Person spell must make a DC 18 constitution saving throw. On a failed save the creature takes 36 (6d10) Necrotic damage and the Alpha Death Kiss heals for half as much damage as was dealt. On a success the creature takes half damage and the Alpha Death Kiss does not heal.

Wrath of 1,000 Eyes. The Alpha Death Kiss can instead use 3 of its 4 tentacle attacks to choose to use one of its eye rays. Each ray has a range of 60 feet

Blood Sucking Ray: The targeted creature must succeed on a DC 18 constitution save and on a failed save takes 48 (8d10) Necrotic damage and the Death Kiss heals half as much. 

Blinding Ray: One targeted creature must make a DC 17 constitution saving throw and on a failed save is blinded for 1 hour.

Ray of Insanity: The targeted creature must make a DC 18 Intelligence saving throw and on a failed save they take 24 (4d10) psychic damage and are afraid of all creatures around it gaining the fear condition and its source of fear is always within line of sight. This effect lasts for half an hour

Legendary Actions

The Alpha Death Kiss can take 3 legendary actions, using the Wrath of 1,000 Eyes option below. It can take only one legendary action a turn and only at the end of another creature's turn. The beholder regains spent legendary actions every 5 turns at the begining of its turn.

Wrath of 1,000 Eyes. Chooses one eye ray to use

Description

The Alpha Death Kiss is a much larger, smarter, and more powerful version of a death kiss that has been mutated from the effects of the wasteland. It has anywhere between 16 and 62 eyes covering its body and too many tentacles to count. its body in coloration looks very similar to that of a normal death kiss although the tips of its tentacles and its eyes are purple instead of the normal red.

Lair and Lair Actions

The Alpha Death Kiss tends to live in areas that have a relatively moderate temperature as it is very poorly affected by extreme cold or heat as it cannot control the temperature of all the blood in its body. It tends to live in seclusion in areas like caves and has its minions(often Death Kiss) do its outside work.

Lair Actions

On initiative count 5 (losing initiative ties), and only when at or below half health the Alpha Death Kiss takes a lair action to cause one of the following effects; the Alpha Death Kiss cannot summon more than a total of 4 Death Kisses with this ability:

  • Can summon 1d4 Death Kiss to its aid which get there in 2 rounds and roll their own initiative upon reaching. Only occurs if it still has Death Kisses within 100 feet of it
  • Immediately can make it begin to rain blood for 1d10 hours

Regional Effects

The region containing a legendary Alpha Death Kiss’s lair is surrounded by the following effects:

  • Whenever it rains it instead rains blood which heals all Death Kiss for 12 (2d10) health per round in the rain.
  • The surrounding mile around the lair is covered in corpses completely drained of all blood which all reek of death.

If the Alpha Death Kiss dies, these effects fade over the course of 2d12 weeks.(Except for the corpses unless ALL Death Kiss die)

Monster Tags: abberation

Habitat: MountainSwampUnderdark

Cadet_Satan

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