Medium or Small Fiend (Daemon, Fiend), Chaotic Evil
AC 16    Initiative +4 (14)
HP 96 (12d6 + 8)
Speed 40 ft., Burrow 20 ft.
Mod Save
STR 17 +3 +3
DEX 19 +4 +10
CON 14 +2 +8
Mod Save
INT 9 −1 −1
WIS 12 +1 +1
CHA 10 +0 +0
Skills Acrobatics +7, Perception +5
Vulnerabilities Cold
Resistances Bludgeoning, Piercing, and Slashing from attacks not made with Cold Iron Weapons
Immunities Fire, Poison; Frightened, Poisoned
Senses Darkvision 60, Tremorsense 30 ; Passive Perception 15
Languages Abyssal
CR 6 (XP 2,300; PB +3)
Traits

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. 

 

Actions

Multiattack. The alnaar makes two fiery fang attacks.

Fiery Fangs. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 5) [piercing type] damage and 5 (1d8) [fire type] damage.

Flare (Special Recharge). The alnaar daemonlings becomes super-heated, expelling momentous energy outwards around it. Each creature in the 10-foot radius blast must make a DC 16 Dex saving throw. On a failed save creatures take, 14 (2d10 ) [fire type] damage and 14 (2d10) [force type] damage and is knocked prone. On a success, the creature takes half damage and isn't knocked prone. An alnaar cannot use this feature if it is starving.

Bonus Actions

Heated dash. The alnaar can move double their movement Speed without provoking Opportunity Attacks.

Reactions

On the hunt. When a creature the alnaar can see moves, they can move 10-foot towards the target. If the move ends within 5-foot of the target, the alnaar makes one Fiery Fang attack.

Legendary Actions

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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

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.

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.

Monster Tags: Demonfiend

Habitat: MountainPlanar (Abyss)Planar (Nine Hells)

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