Huge Fiend, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 345 (30d12 + 150)
Speed 40 ft.
STR
28 (+9)
DEX
16 (+3)
CON
24 (+7)
INT
16 (+3)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +15, CON +13, WIS +11, CHA +12
Skills Athletics +15, Intimidation +12, Perception +11
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 21
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aura of Darkness. Magical darkness fills a 30-foot-radius sphere centered on Alak-Hul. Only Alak-Hul can see normally within this darkness.

Unstoppable Advance. Alak-Hul ignores difficult terrain. He cannot be knocked prone or moved against his will while conscious.

Relentless Executioner. When Alak-Hul reduces a creature to 0 hit points, he may immediately move up to half his speed and make one Darkblade Cleaver attack.

Legendary Resistance (3/Day). If Alak-Hul fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Alak-Hul makes three Darkblade Cleaver attacks.

Darkblade Cleaver. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit25 (3d10 + 9) slashing damage plus 13 (3d8) necrotic damage.

Darkness Wave (Recharge 5–6). Alak-Hul slams his cleaver into the ground. Each creature within 20 feet must make a DC 21 Constitution saving throw or take 36 (8d8) necrotic damage and blinded until the end of its next tur or Half damage on a success.

Darkblade Rampage (1/Day). Alak-Hul enters an unstoppable frenzy for 1 minute. While active; his Speed increases to 50 feet. Gains resistance to all damage except radiant. Multiattack becomes four Cleaver attacks. Opportunity attacks against him are made with disadvantage. Whenever he hits with a Cleaver attack, the target must succeed on a DC 21 Strength saving throw or be knocked prone.

Bonus Actions

Shadow Leap. Alak-Hul teleports up to 30 feet to an area of dim light or darkness he can see. His next melee attack before the end of the turn has advantage.

Reactions

Brutal Counter. When a creature within reach misses Alak-Hul with a melee attack, he immediately makes one Cleaver attack against that creature.

Legendary Actions

Alak-Hul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alak-Hul regains spent legendary actions at the start of its turn.

Cleaver Attack. Alak-Hul makes one Darkblade Cleaver attack.

Move. Alak-Hul moves up to half his speed.

Boomer Shot (Costs 2 Actions) Alak-Hul fires his Boomer Cannon.

Darkness Pulse (Costs 3 Actions). Each creature within 15 feet must succeed on a DC 21 Wisdom saving throw or become frightened until the end of its next turn.

Lair and Lair Actions

Raid Lair – The Sunless Cell.

Buried beneath the Dreadnaught lies the Sunless Cell, a prison where light struggles to exist. Thick darkness obscures the battlefield, broken only by faint Hive runes and flickering lanterns. Alak-Hul stalks the shadows, disappearing into the gloom before charging from unexpected angles. Those who rely on sight alone quickly become his next victims.

Lair Actions.

On initiative count 20 (losing initiative ties), Alak-Hul uses one of the following lair actions:

Extinguish the Light. Nonmagical light sources within the lair are extinguished, and magical light of 5th level or lower is suppressed until initiative count 20 on the next round.

Summon Thralls. Two Hive Thralls emerge from the darkness in unoccupied spaces within 30 feet of Alak-Hul.

Shadowed Charge. Alak-Hul moves up to his speed without provoking opportunity attacks. If he ends this movement within 5 feet of a creature, he may make one Darkblade Cleaver attack against it.

DungeonDDive

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