Medium Fiend, Chaotic Evil
AC 16 Leather    Initiative +4 (14)
HP 35 (5d8 + 2)
Speed 40 ft., Walk 25 ft.
Mod Save
STR 9 −1 −1
DEX 19 +4 +7
CON 14 +2 +2
Mod Save
INT 13 +1 +1
WIS 7 −2 −2
CHA 16 +3 +6
Vulnerabilities Radiant
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Immunities Necrotic, Psychic; Charmed, Paralyzed
Gear 5 no-spin throwing daggers.
Senses Darkvision 120 ft.; Passive Perception 11
Languages Infernal, Abyssal, Common
CR 5 (XP 1,800; PB +3)
Traits

Bloodlust. For every 10 damage Alecto deals, she regains one.

Spellcasting. Alecto is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC , +# to hit with spell attacks). Alecto has the following sorcerer spells prepared:
Cantrips (at will): Firebolt, Minor Illusion
1st level (2 slots):  Charm Person, Sleep

Actions

Zemia. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 4) Bludgeoning damage.

Throwing Daggers. Ranged Weapon Attack: +6 to hit, range 20/60 ft., 2 target. Hit: 8 (1d6 + 4) piercing + 3 (1d4) poison damage.

Bonus Actions

Wound (2/day). After attacking with Zemia Alecto can make the wounds Bleed. The damage the original strike dealt will be dealt again over the course of the target's next 4 turns. The target does get a DC 14 Constitution saving throw to negate this effect.

Reactions

Vengeance (1/day). When Alecto takes 20 damage or more in a single hit, she can negate a quarter of that and deal it to the attacker instead.

Legendary Actions

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 Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

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.

Corekid4life42585

Comments

Posts Quoted:
Reply
Clear All Quotes