Large Monstrosity, Typically Chaotic Evil
AC 16 Natural    Initiative +7 (17)
HP 136 (16d10 + 120)
Speed 20 ft., Fly 40 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +8
CON 22 +6 +6
Mod Save
INT 20 +5 +9
WIS 16 +3 +3
CHA 16 +3 +7
Skills Deception +7, Insight +7, Stealth +7
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Psychic; Charmed, Frightened
Senses Darkvision 120ft, Truesight 30ft; Passive Perception 17
Languages Deep Speech, Telepathy 300 ft
CR 9 (XP 5,000; PB +4)
Traits

Unusual Nature: The Alpaku does not need to breathe, eat, or sleep. 

Actions

Multiattack: The Alpaku makes three tendril attacks.

Tendril: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 4) bludgeoning damage plus 5 (1d8) psychic damage; the target suffers a penalty to the next saving throw they make equal to the psychic damage dealt. Additionally, the Alpaku creates one of the following effects at random for each tendril attack (Author's note: Get the player to roll 1d6 to determine the effect):

  1. Mind Warp: The target must succeed on a DC 12 Intelligence saving throw or become confused for 1 minute. The confused target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Psychic Drain: The target must succeed on a DC 12 Intelligence saving throw or take an additional 10 (3d6) psychic damage and the Alpaku regains hit points equal to the total psychic damage dealt by this attack. 
  3. Spectral Bind: The target must succeed on a DC 12 Intelligence saving throw or become restrained by spectral tendrils until the end of its next turn.
  4. Nightmare Visage: The target must succeed on a DC 12 Intelligence saving throw or be frightened of the Alpaku until the end of its next turn.
  5. Concealment: The target must succeed on a DC 13 Intelligence saving throw or be unable to visually perceive the Alpaku even if it would otherwise be visible. This effect lasts 1 minute or until the Alpaku deals damage to them. 
  6. Charm: The target must succeed on a DC 13 Intelligence saving throw or be charmed by the Alpaku for 1 minute. While charmed in this way, the target regards the Alpaku as a trusted friend to be heeded and protected. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature cannot suffer from more than one of these effects at a time, whether applied by this Alpaku or another. 

Spellcasting: The Alpaku's spellcasting ability is Intelligence (spell save DC 18). The Alpaku can innately cast the following spells, requiring no material components:

  • At will: Mage Hand, Mind Sliver, Minor Illusion, Minor Image, 
  • 3/day each: Greater Invisibility, Counterspell, Dream, Phantasmal Killer, Hallucinatory Terrain, Telekinesis
  • 1/day each: Dreamwalk (teleport to the dream of a sleeping creature), Modify Memory, Major Image, Synaptic Static
Bonus Actions

Spellcasting: The Alpaku casts a spell from its At Will, or 3/Day spell lists as a bonus action. 

Legendary Actions

The Alpaku has two legendary actions, and can take one action at the end of another creatures turn. It cannot use the same action twice, and regains all uses at the start of each of its turns. 

Tendril Attack: The Alpaku makes one tendril attack.

Illusory Teleport: The Alpaku teleports up to 60 feet to an unoccupied space it can see, becoming invisible when it arrives in this location. It leaves an illusory copy of itself behind in its previous space. The illusory copy remains until the Start of the Alpaku's next turn. The copy can be discerned as an illusion by any creature with a passive perception of 19 or higher. 

Description

The Alpaku resembles a thin humanoid, around 10 feet tall. It it has toght blue-black skin streched over a skeletall thin form. Its features are exaggerated; 8 ft long arms and oversized, spindly hands and fingers. It has two heads, three feet and spherical. Each head has a large toothy mouth extending across the entire wifth of the skill and a single, pupilless, blood red eye. 

Despite its long and menacing arms, its tentril attacks extend directly from its torso in any and all directions. 

It has four slick black wings against its back thst can extend like a nightmare dragonfly. These are fully functional for flight. 

Its movements are quick but jerky. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/11/2026 8:44:55 PM
13
2
1
Coming Soon
Seravorn

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