Huge Fiend (Yugoloth), Neutral Evil
Armor Class 20 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 40 ft., Walk 60 ft., Burrow 30 ft.
STR
28 (+9)
DEX
10 (+0)
CON
26 (+8)
INT
20 (+5)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +15, CON +14, WIS +10
Skills Athletics +16, Intimidation +11, Perception +10
Damage Resistances Fire, Lightning
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Tremorsense, Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Siege Monster. The Altraloth deals double damage to objects and structures. 

Innate Spellcasting. The Altraloth's spell casting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components: At will: Detect Evil And Good, Telepathy 3/day each: Freezing Sphere, Watery Sphere 1/day each: Far Step, Tsunami

Reflective Carapace: Any time the Altraloth is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6. On a 1 to 4, the Altraloth suffers the normal effects of the spell. On a 5 the Altraloth is unaffected. On a 6 the Altralothand is unaffected and the effect is reflected back at the caster as though it originated from the Altraloth, turning the caster into the target.

Actions

Multiattack. The Altraloth makes 3 attacks. Two with its pincers and one with its bite. 

Pincer. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit. 32 (4d6+8) Bludgeoning Damage.

Bite. Melee Weapon Attack:  +15 to hit, reach 5 ft., one target. Hit. 26 (3d10+8) Piercing Damage. 

Legendary Actions
Tarrasque 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. Tarrasque regains spent legendary actions at the start of their turn.
Attack. The Altraloth makes one claw or bite attack
 
Move. The Altraloth moves up to half its speed.
 
Huddle Up (3 actions). The Altraloth retreats further into its shell, increasing the protection the mighty carapace offers. It moves at half speed and makes attacks at disadvantage while huddled up inside its shell, but the reflective carapace now reflects incoming magic missiles, line spells, or spells that require a ranged attack roll when the Ultraloth rolls a 5 as well as 6. 

Previous Versions

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3/29/2020 12:56:03 PM
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3/29/2020 12:57:45 PM
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Monster Tags: Yugoloth

RazerMackham

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