Huge Monstrosity (Fiend), Typically Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 266 (20d12 + 136)
Speed 30 ft., Climb 30 ft.
STR
19 (+4)
DEX
8 (-1)
CON
26 (+8)
INT
16 (+3)
WIS
18 (+4)
CHA
11 (+0)
Saving Throws STR +14, DEX +4, CON +22, INT +12, WIS +14, CHA +6
Skills Athletics +10, Perception +10
Damage Vulnerabilities Cold
Damage Resistances Acid, Bludgeoning, Force
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft, Passive Perception 20
Languages Abyssal, Common (Understands), Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Survivalist. The Ackolaide gains +2 to its AC when missing hit points.

Thermal Vision. The Ackolaide has advantage on perception checks that spot, notice, or track a target. Does not work on targets that do not produce body heat.

Innate Spellcasting. The creature's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components.

Cantrip: Poison Spray. Toll the Dead. Blade Ward (At will).

1st level: Arms of Hadar. Cause Fear. Hellish Rebuke (reaction).

2nd level: Cloud of Daggers. Shatter.

3rd level: Antagonize.

Actions

Multiattack The Ackolaide can take three attacks. One Claw attack and two Bite attacks.

Claw. Claw Swipe: +10 to hit. Reach 10ft, one target. Hit: 21(3d10+10) Slashing Damage.

Bite. Broiling Maw: +10 to hit. Reach 5ft, one target. Hit: 18 (3d8+10) Acid Damage. If the target is missing hit points after taking this damage, they take an additional (1d8) of Fire Damage.

Ram. Devil's Charge: Range, 15ft line. 10ft Wide. All targets within the wake of the charge must make a DC 15 DEX save or be trampled. If failed, the target is prone and takes 2d10 Bludgeoning Damage. If successful, they take half of the damage and are not prone.

Bonus Actions

Hellborn Fury. The beast may use a bonus action to empower its attacks as it becomes fueled by rage. This gives one melee attack extra (1d8) Fire Damage. 

Reactions

Spiteful Animal: When hit by an attack, the creature can redirect the attack to one of the infectious boils on its body.

The boil explodes on impact, causing the assailant to take 4d4 Fire Damage and 4d4 in Acid Damage.

Marked: After taking damage from a critical hit, the Ackolaide can mark the source responsible. This allows the creature advantage on the next attack to that target.

Legendary Actions

The creature may use two legendary actions provided by the list.

Legendary Resistance. (3/day) When subjected to a saving throw, the creature may choose to pass if it fails.

Move (Costs 2 Actions). The Ackolaide moves up to its speed without provoking opportunity attacks.

Description

Born of self-righteous devils and magic scorned blood, these infernal monsters walk the uncharted wilderness. They pillage, destroy, and slaughter without hunger to fuel their destruction. Killing is second nature.

The Ackolaide species are founded on mutated humanoids with blood manipulated to be catalysts for demonic energies. Opposite natures of man and beast collide to create carnal in-betweens of lycanthropes and ram devils. All of which are constantly plagued by infectious boils along the body that house acid, disease, and substances akin to liquid flame. 

Habitat: Forest

HopedNormal981

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