| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +17 |
| DEX | 22 | +6 | +16 |
| CON | 17 | +3 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Blood hunger. Alnaar lord adds 1d10 to his initiative rolls.
Wrathful scales. If alnaar lord hasn't fed the Scaled Mother in the past 12 hours, it is wratful. While the alnaar lord is wrathful, their AC is reduced by 5, it has Advantage on melee attacks on any creature missing HP. Once it reduces a creature to 0 HP, it is no longer wrathful.
Scaled blessing. Alnaar lord regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn't function at the start of his next turn.
Multiattack. The alnaar lord makes three fiery fang-sword attacks.
Fire-fang greatsword . Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 25 (3d12 + 7) [slashing type] damage and 15 (2d8) [fire type] damage. (graze property)
Hellfire Orb (Recharge 5–6). Dex saving throw DC 18, each creature in a 20-foot-radius sphere centered on a point the alnaar lord can see within 120 feet. Fail take, 35 (10d6) [fire type] damage plus 35 (10d6) [poison type] damage. Save for half damage.
Dominating Stare. Alnaar lord targets one creature he can see within 60 feet of himself. The target must succeed on a DC Wis saving throw or be under the Dominate Person spell effects. At the end of your turn, you may reroll the saving throw, the effect ends on a success.
Parrying Riposte. Alnaar lord adds 3 to his AC against one melee attack roll that would hit him. He then makes one Fire-fang greatsword attack against the attacker if it is within his reach. On a hit, the target takes an additional 9 (2d8) [fire type] damage.
Scales of the Queen . A creature that starts its turn within 5 feet of the alnaar must make a DC 18 Cons saving throw, taking 24 (4d10 ) [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 24 (4d10) [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.
Feral Strike. The alnaar lord moves up to its Speed without provoking Opportunity Attacks, and it makes one Fiery Fang-sword attack.
Decaying aura (Recharge 5-6). The alnaar lord releases a 120-foot radius aura around him, each creature that starts their turn or ends their turn in the aura must make a DC 18 Cons Saving throw or become Weakened and Slowed until they either leave the aura or make the save. Additionally, while within the aura you cannot regain hit points.
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.
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:
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.