| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +15 |
| DEX | 30 | +10 | +36 |
| CON | 28 | +9 | +34 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +14 |
| WIS | 21 | +5 | +13 |
| CHA | 25 | +7 | +27 |
Amorphous. Alnaaria can move through a space as narrow as 5 feet wide without squeezing.
Amphibious. Alnaaria can breathe air and water.
Immortality. When Alnaaria is slain her body convulses, spraying poisonous flames for 1d4 rounds before the corpse explodes with snakes. Creatures that start their turn in or enter into the area make a DC 22 Dexterity saving throw or take 21 (6d6) [poison type] damage plus 28 (8d6) [fire type] damage. After the spraying ends, Alnaaria’s body transforms into thousands of small snakes that flee in every conceivable direction (including into the ethereal plane). The snakes remain hidden for centuries, eventually reuniting to recreate Alnaaria’s form. Any effect that destroys Alnaaria’s body (such as disintegrate) prevents the spraying but nothing can stop the swarm of snakes.
Innate Spellcasting. Alnaaria’s innate spellcasting ability is Charisma (spell save DC 23; spell attack +15). She can innately cast the following spells, requiring no material components:
At will: acid arrow, wither and bloom, command, ray of enfeeblement, dimension door
3/day: dominate person, summon greater demon, fireball, counterspell
1/day: dominate monster, maze, plane shift
Vocanic brain. Any creature that attempts to interact directly with Alnaaria’s thoughts (such as via detect thoughts or telepathy) must succeed at DC 23 Wisdom saving throw or gain the Mindflames curse. When using her telepathy to communicate Alnaaria doesn't activate this feature unless she spends an action to focus her mind on one opponent.
Mindflames Curse. A character takes 18 (2d12) [fire type] damage and 18 (2d12) [psychic type] damage at the beginning of each of its turns for the duration. The curse can only be removed by a greater restoration, wish or death. Additionally, the curse bypasses a creatures immunity and resistances to Fire Damage. If the creature lasts three rounds cursed in this way they gain the Burned condition and the first stage of the condition. The condition has three stages:
- First Degree: 1st round: Your skin becomes bright pink or very red. You have disadvantage on your next attack roll. You have disadvantage on Charisma checks.
- Second Degree: 2nd round: Your skin becomes red as blisters begin to form on the affected area. You have disadvantage on Dexterity saving throws and ability checks. Your speed is also halved.
- Third Degree: 3rd round: Your skin is seared black as the fire nearly consumes you. Make a Constitution saving throw DC 23 or the pain, becomes too much to handle and you pass out for an hour, falling prone and becoming unconscious. On a successful save, you are not affected.
Healing via magic reduces your burned level by one. Healing via natural means recovers one level per long rest, provided that the creature has also ingested some food and drink. Spells like lesser restoration can remove one level of this condition, while something like greater restoration can remove the curse entirely.
Legendary Resistance (3/Day). If Alnaaria fails a saving throw, he can choose to succeed instead.
Magic Resistance. Alnaaria has advantage on saving throws against spells and other magical effects.
Flames of Compulsion. A creature cannot be killed by Alnaaria’s flames. Instead, a creature that would be dropped to 0 hit points becomes an unthinking being that strictly follows Alnaaria’s command. The creature can only be liberated of this mental enslavement via a wish spell.
Rattle. A constant, mind-altering rattling surrounds Alnaaria. This rattle can be heard up to 500 feet away. Any creature exposed to the sound of the rattling must succeed a DC 23 Wisdom saving throw or become compelled to approach the source of the sound. Creatures within 90 feet of the rattle must succeed on a second save or become charmed by it. While charmed in this way, the creature is incapacitated and has a speed of 0. The spell ends for a creature if it takes any damage or if someone uses an action to snap it out of the trance. Charmed creatures have disadvantage on saving throws against Alnaaria. Offensive actions from Alnaaria do not break this charm effect. Alnaaria may silence her rattling at the start or end of her turn. Deaf creatures or creatures within areas of silence or similar effects are still able to perceive the rattling, but have advantage on saving throws made to resist it.
Regeneration. Alnaaria regains 20 hit points at the start of her turn if she has at least 1 hit point. Alnaaria dies only if she starts her turn with 0 hit points.
Serpent Sight. By concentrating, Alnaaria can share the senses of any snake or alnaar within 1 mile of her, allowing her to see, smell, and hear as if she were that creature. These creatures are unaware of Alnaaria’s presence or that they share their senses with her during this time. While she is sharing senses, Alnaaria is still aware of her surroundings, but has disadvantage on Wisdom (Perception) checks (and a passive Perception of 19).
Multiattack. Alnaaria uses her Call of the Serpent Mother then attacks three times (no more than once with his bite).
Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 33 (4d12+7) [piercing type] damage plus 28 (8d6) [fire type] damage and the target is grappled (escape DC 24). In addition, at the start of each of the grappled target's turns, it takes 25 (4d8+7) [bludgeoning type] damage. Alnaaria can only grapple one Huge or smaller creature at a time.
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (4d8+7) [bludgeoning type] damage and 28 (8d6) [fire type] damage.
Spit. Ranged Weapon Attack: +15 to hit, range 60/120 ft., one target. Hit: 31 (6d6+10) [fire type] damage plus 28 (8d6) [poison type] damage.
Call of the Serpent Mother (1/long rest). Alnaaria calls to her children to do her bidding. All snakes within 1 mile that have 6 hit dice or less arrive within 1 hour of the call. Additionally, 1d4 alnaar arrive within 1d4 rounds of this call. All creatures called in this manner follow Alnaaria’s orders unquestionably for up to 24 hours, after which they return to their homes.
Heated dash. Alnaaria can move double her movement Speed without provoking Opportunity Attacks.
Flare (Special Recharge). Alnaaria becomes super-heated, expelling momentous energy outwards around it. Each creature in the 40-foot radius blast must make a DC 23 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.
Serpents hunt. When a creature Alnaaria can see moves, she can move 30-foot towards the target. If the move ends within 15-foot of the creature, she makes a Slam attack.
Shrug Off. Alnaaria ends one effect on herself that allows a saving throw at the end of its turn.
Flame Absorption. Whenever Alnaaria is subjected to fire damage, she takes no damage and instead gains a number of hit points equal to the fire damage dealt.
Godly hunger. If Alnaaria hasn't fed within the last 12 hours, she becomes Hungry. While Alnaaria is hungry, her AC is reduced by 2, and has Advantage on melee attacks on any creature missing HP. Additionally, her fire damage is increased by 2d8 and gains an additional 20-ft of movement. Once she reduces a creature to 0 HP, she is no longer Hungry. If the target is afflicted with the Mindflame curse, Alnaaria gains an additional melee attack.
Serpent’s Curse. Alnaaria chooses a creature that she is able to see (including via Serpent Sight), transforming them into a snake. The creature must succeed on a DC 23 Wisdom saving throw or succumb to the curse, gaining snake-like features. At the end of every long rest, the creature must succeed on an additional DC 23 Wisdom saving throw or look more serpentine. After the creature has failed three of these additional saving throws, it instantly becomes a snake under Alnaaria’s control. This snake form is immune to aging. The curse can only be alleviated by a wish spell or the intervention of another deity.
Once Alnaaria drops below 30 HP she regenerates back to full health and becomes a mythic creature.
Gravitic Crush. All creatures within a 10 ft. radius within 120 ft. of Alnaaria must succeed a DC 23 Dexterity saving throw or have their movement speed reduced to 0 and take 38 (3d12+7) force damage at the beginning of their turn. They may attempt a DC 23 Strength saving throw at the end of each of their turns, ending this effect early on a success.
Force Breath (Costs 2 Actions). Alnaaria's maw exhales pure magic energy into a 120-foot cone. Each creature in that area must make a DC 29 Dex saving throw, taking 84 (10d12) force damage for every head on a failed save, or half as much damage on a successful one.
Burning Presence (Recharge 5-6). Range 300-foot radius sphere. Each enemy that enters, starts its turn or ends its turn in the sphere must make a DC 23 Cons saving throw, taking 74 (8d12 ) [fire type] damage, on a fail and half as much on a save. A creature that touches or hits Alnaaria with a melee attack, takes 74 (8d12) [fire type] damage. Nonmagical weapons and objects with and AC below 15 is immediately destroyed after coming into contact with the Alnaaria's skin. Weapons that hit Alnaaria deal their damage before being destroyed. If a creature us afflicted with the Mindflame Curse, creatures become Vulnerable to the fire damage.
Description
Serpent of Suffering.
Devourer.
Lair and Lair Actions
Entering the massive cave, there lounging atop the massive forge, lays Alnaaria, a mighty serpent of black and red, crackling with rivers of fire between her scales...
Lair Actions
On initiative count 20 (losing initiative ties), the [Alnaaria] takes a lair action to cause one of the following effects; the [Alnaaria] can’t use the same effect two rounds in a row:
- Alnaaria causes up to six Alnnar within the lair to come to her aid. These these fiends obey her telepathic commands, which can reach anywhere in the lair.
- Magma erupts from a point on the ground Alnaaria can see within 120 feet of her, creating a 10-foot-high, 10-foot-radius geyser. Each creature in the geyser's area must make a DC 29 Dexterity saving throw, taking 24 (8d6) fire damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a legendary [Alnaaria]’s lair is mountainous and caves which creates the following effects:
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Creatures (other than herself) with a fly speed within 10 miles of Alnaaria's lair have their fly speed reduced to 0. If a creature is in midair when it becomes affected by Earthbind Aura, it falls at a rate of 60 feet per round until it reaches the ground.
- Creatures within 5 miles of the Alnaaria's lair sometimes feel as if they're being watched when they aren't.
- Rocky fissures within 1 mile of the Alnaaria's lair form portals to the Abyss, allowing daemonic creatures into the world to dwell nearby.
If the [Alnaaria] dies, these effects fade over the course of 1d8 days.