| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 22 | +6 | +14 |
| CON | 17 | +3 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Skin of the forge . A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Cons saving throw, taking 14 (4d8 ) [fire type] damage, on a fail and half as much on a save. A creature that touches or hits an alnaar with a melee attack, takes 14 (4d8) [fire type] damage. Nonmagical weapons and objects with and AC below 15 is immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.
Starving Wrath. If an alnaar hasn't fed within the last 12 hours, it is starving. While the alnaar are starving, their AC is reduced by 2, it has Advantage on melee attacks on any creature missing HP, and will direct their attacks at a single target regardless of tactical consequences. Once it feeds on a Large or smaller creature, or reduces a creature to 0 HP, it is no longer starving.
Multiattack. The alnaar makes three fiery fang attacks.
Fiery Fangs. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 20 (2d10 + 5) [piercing type] damage and 5 (1d8) [fire type] damage.
Flare (Special Recharge). The alnaar becomes super-heated, expelling momentous energy outwards around it. Each creature in the 20-foot radius blast must make a DC 18 Dex saving throw. On a failed save creatures take, 22 (4d10 ) [fire type] damage and 22 (4d10) [force type] damage and is knocked prone. On a success, the creature takes half damage and isn't knocked prone. The fire ignites all flammable objects that aren't being worn or carried. An alnaar cannot use this feature if it is starving.
Heated dash. The alnaar can move double their movement Speed without provoking Opportunity Attacks.
On the hunt. When a creature the alnaar can see moves, they can move 20-foot towards the target. If the move ends within 10-foot of the target, the alnaar makes one Fiery Fang attack.
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 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
Serpent of Suffering. Alnaar daemons appear most commonly when a people, race, or species is experiencing suffering. There to hasten the process, the alnaar erupts from the Abyss, leaving massive holes in the firmament of the afflicted cities and towns. The alnaar’s only wish is to partake in the suffering of others, and it thrives on tormenting those already beset by tragedy. Disease, calamity, misfortune, and disaster are dinner bells to the alnaar.
Devourers. These demons have an insatiable appetite, and a single alnaar has been known to devour a cattle herd in minutes. Alnaar who have not eaten recently become weakened and desperate.
Demonic Mounts. When war rages across the Abyss, the great fiery serpents sometimes serve as mounts for powerful demons.
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.