Frightful Presence. When a creature starts its turn within 60 ft. of the Akrek, they must succeed on a DC 21 constitution saving throw or be frightened until the end of the Akrek's next turn. If the creature fails the saving throw by 5 or more they become paralyzed.
Siege Monster. The Akrek deals double damage to objects and structures.
Multiattack. The Akrek makes six stomp attacks.
Stomp. Melee Weapon Attack: +13 to hit, reach 40 ft., 1 target. Hit: 40 (4d10 + 20) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Hit: 40 (4d10 + 20) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Hit: 30 (4d10 + 10) piercing damage plus 30(4d10+10) poison damage
Life Drain. The Akrek targets one creature that has been hit by it's tail attack within the last three rounds and forces them to make a DC 25 constitution saving throw or take 90 (10d10+40) necrotic damage, or half as much on a successful save. On a failed save the Akrek gains 40 temporary hit points.
Necrotic response. When the Akrek is attacked with a necromancy spell it takes no damage and it redirects the spell back at it's caster.
Lair and Lair Actions
An Akrek's lair is always a place where it can stay dormant for years, without being disturbed.
Lair Actions
On initiative count 20 (losing initiative ties) the Akrek takes a lair action to create one of the following effects.
- The Akrek takes one life drain attack, but the target does not have to be previously hit by It's tail attack
- Necrotic energy spreads in a 120 foot radius as if by the effect of an Circle of Death spell.
Regional Effects
The region containing a Akrek's lair is warped by It's power which creates one or more of the following effects.
- The area surrounding the Akrek's lair is rife with necrotic energy. As a result, any creature within one mile of an Akrek's lair must succeed on a DC 11 Constitution saving throw every round or take 3 necrotic damage.
- Plants are dead and wilted within one mile of the Akrek's lair.
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