Traits
Crushing Momentum
When Al-Leb moves at least 20 feet in a straight line and then hits a target with a melee attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone and take an additional 1d10 bludgeoning damage.
Alpha Radiance
Any beast or humanoid of CR 4 or lower that starts its turn within 30 feet of Al-Leb must succeed on a DC 16 Wisdom saving throw or be charmed until the start of its next turn. While charmed in this way, the creature regards Al-Leb as majestic and cannot willingly move away from her or target her with hostile actions.
Sensory Overload (Normal Form Only — DM Secret)
If a creature scores a natural 20 on an attack roll and rolls the maximum damage on at least one damage die, roll 1d4 to determine how many of Al-Leb’s senses (sight, hearing, smell, touch) she loses for 1d6 turns.
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She suffers disadvantage on Perception checks relying on those senses.
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For each sense lost, one ability score is reduced to 10 (minimum), chosen by the DM.
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If she loses more than two senses, she has disadvantage on all attack rolls.
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This weakness is secret.
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DC 20 passive Perception to notice when inactive.
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DC 17 passive Perception to notice while active.
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DM Note: Do not reveal this feature until a creature succeeds on the required check. Once noticed, explain the full feature to the entire party.
Actions
Multiattack. Al-Leb makes three attacks: two Claw Strikes and one Crushing Bite.
Crushing Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 27 (3d10 + 8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18). Until the grapple ends, the target is restrained and takes 9 (2d8) piercing damage at the start of each of its turns as Al-Leb’s jaws clamp down.
Claw Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 18 (2d8 + 8) slashing damage. On a critical hit, the target must succeed on a DC 16 Constitution saving throw or take 9 (2d8) ongoing bleed damage until magically healed.
Body Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone target.
Hit: 22 (3d8 + 8) bludgeoning damage. The target is knocked prone (if not already) and pushed 10 feet away.
Bonus Actions
Stubborn Push. Al-Leb attempts to shove one creature within 5 feet. The target must succeed on a DC 18 Strength saving throw or be knocked prone until the start of its next turn.
Intimidating Snort. Al-Leb exhales a low, rumbling snort at one creature within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
Reactions
Bulldog Tenacity. When Al-Leb takes damage that would reduce her below half her hit points, she can use her reaction to gain temporary hit points equal to 10 + her Constitution modifier.
Retributive Snap. When a creature within 5 feet hits Al-Leb with a melee attack, she can make one Claw Strike attack against that creature as a reaction.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Traits (Active During Mythic Form Only)
Beast-Warden’s Grace.
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Resistance to all non-magical damage.
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Immunity to charmed and frightened conditions.
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Movement ignores difficult terrain.
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Flying speed 60 ft.
Primal Ascendancy.
At the start of each creature’s turn within 30 feet, roll a d6:
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1–2: Creature is deafened until the end of its turn.
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3–4: Creature has disadvantage on saving throws until the start of its next turn.
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5–6: Nothing happens.
Adaptive Beast Form.
As a bonus action, Al-Leb can mimic one physical trait from any beast or monstrosity she has encountered, such as porcupine quills or lizard regeneration. She can activate this trait until the end of her next turn and may switch it once per long rest.
Spell Mimicry.
When targeted by a spell or magical effect, Al-Leb can absorb its essence. On her next turn, she can use a bonus action to replicate that effect once, then the effect dissipates.
Mythic Weakness — Exposed Ego (DM Only).
If Al-Leb takes 25 or more damage from a single source, she must succeed on a DC 18 Wisdom saving throw or lose resistance to that attacker’s damage until the end of her next turn.
Nature’s Resurgence.
If Al-Leb is reduced to 0 hit points in her mythic form, she does not die but instead is revived by nature’s power within 1 minute to 3 days (DM’s choice). Until revived, her mythic form is dormant and her body preserved in a natural resting state.
Description
Lore
Al-Leb, the slightly larger sister of Ub-Bab, prowls the wildlands of [Insert Kingdom Name] with restless energy and fierce pride. Unlike her brother’s languid calm, she is quick, bold, and insistent on asserting her dominance over the creatures of the realm. Her sharp wit is overshadowed by her low intelligence and wisdom, but her overwhelming charisma makes her an undeniable presence among beasts and mortals alike.
Known for her narcissistic nature, Al-Leb delights in her own power and beauty, often turning away those who do not meet her standards of respect or strength. Still, she is fiercely protective of the wildlands and the delicate balance of life within them. Al-Leb will sometimes venture off alone for days, seeking to forge new alliances with other creatures or to test her strength against worthy opponents.
Though she shares the sacred duty of guardian with her brother, she is more social and tolerant of company, albeit always placing herself at the center of attention. The two siblings patrol the kingdom’s wild areas in a rhythm of turns, avoiding conflict with one another’s efforts while combining their might when their home is threatened—responding particularly to the scent of metal or the smell of fire.
Her mythic form reveals her connection to the raw forces of nature, allowing her to adapt and harness the strengths of the animal kingdom itself—wings spreading wide, claws sharpened, and powers that remind all who witness her of the wild’s untamable fury.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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