| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 7 | −2 | −2 |
| CON | 14 | +2 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +8 |
| CHA | 12 | +1 | +1 |
Multi-Attack. The Ahknaleth may take one tail strike attack, two hoof attacks, and two attacks with their clawing hands (or any weapons therein).
Tail Strike. Melee Weapon Attack: +14 to hit, reach 15 ft., 2 target. Hit: 61 (12d6 + 19) slashing damage.
Hoof Attack. Melee Weapon Attack: +7 to hit, range 5 ft., 1 target. Hit: 22 (3d12 + 3) bludgeoning damage.
Claw Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., 2 target. Hit: 38 (6d8 + 11) slashing damage.
Refraction. If the creature is within full illumination it may refract said light through the gem. The targeted creature must make a DC 16 constitution saving throw. Upon a failed save, the next time the target creature makes an attack, they will take 3d6 radiant damage, or half as much on a successful save.
Guard. The first time this creature is struck by a melee attack, the creature may opt to reduce the damage of that attack by half of the total amount of hit points missing from the creatures maximum hit points.
Description
The Ahknaleth is a seven-legged creature with six legs-the foremost of which are considerably dexterous with four fingers on each hand-and a tail of incredible strength, capable of hold the full mas of the creature on the weakest third of the tail-on the end of the tail is an amethyst resemblant sharp gem capable of cutting through solid steel when swung with sufficient speed. The Ahknaleth has a long and tapered neck that comes to a point as a muzzle protruding from the neck directly; inside the mouth in place of a uvula is a large eye on a prehensile stalk.
They speak with an abyssal tongue and frequently inhabit marshy or wetland areas, some subspecies even having webbed tails to allow more easy traversal of their river habitats.
The Ahknaleth is a generally solitary creature, however they have been known to come together in times of scarcity or when raided by colonial forces to their habitats.
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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