Gargantuan Fiend, Chaotic Evil
Armor Class 23 Natural
Hit Points 350 (30d12 + 170)
Speed 50 ft.
STR
25 (+7)
DEX
10 (+0)
CON
27 (+8)
INT
12 (+1)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +14, CON +15
Skills Intimidation +20, Perception +15
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision, Passive Perception 20
Languages Abyssal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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.

Charge. If the Akrek moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 40 (4d10+20) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Actions

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. 

Reactions

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.

 

Habitat: DesertForestMountainSwampUnderdark

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