Small Beast (Lizardfolk), Neutral Good
Armor Class 13 Natural Armor
Hit Points 14 (2d10 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
21 (+5)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws INT +7
Skills Arcana +4, Deception +2, History +2
Condition Immunities Exhaustion
Senses Darkvision 60', Passive Perception 11
Languages Common, Undercommon
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Arcane Knowledge. Alphys has advantage on all Arcana checks.

Nervousness. If Alphys somehow gets a crush on anyone, she has disadvantage on all attack rolls.

Royal Scientist. If Alphys doesn't know the solution to any given problem, she can spend 1d6 days reading to find the solution.

Spellcasting. Alphys is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). Alphys has the following Cleric spells prepared:
Cantrips (at will): [Spare the Dying], [Resistance], [Light]
1st level (3 slots): [Purify Food and Drink], [Sanctuary]

2nd level (3 slots): [Gentle Repose], [Locate Object] 

3rd level (2 slots): [Revivify]

4th level (1 slot): [Death Ward]

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 3 (1d6) [Slashing] damage. 

Reactions

Flinch. Alphys can add +2 to her AC against one attack, cringing away from the attack.

Legendary Actions

Alphys has 4 legendary actions, which she can use at the end of anyone's turn. She regains these actions at the beginning of her turn.

Nerd Out. Alphys talks about anime, and everyone is forced to make a DC 13 Arcana check or lose their action and bonus action if they have not taken it this round to listen.

Cast a Spell (Costs 2 Actions). Alphys casts any spell she has prepared.

Attack (Costs 2 Actions). Alphys casts any Cleric cantrip.

Description

Alphys is a hunched-over, lizardlike monster, wearing glasses and continually apologizing profusely.

Lair and Lair Actions

Alphys has a small laboratory with a hidden door to a basement of Amalgamates.

Lair Actions

On initiative count 14 (losing initiative ties), Alphys takes a lair action to cause one of the following effects; Alphys can’t use the same effect two rounds in a row:

  • Cause one opponent to believe they are being watched.
  • Change the projection on her television to any human or demihuman.
  • Hit someone with a jet of lava as an Intelligence-based projectile attack, dealing 6 (2d6) Fire damage on a hit.

Regional Effects

The region containing Alphys's lair is a laboratory in the Hotlands and the 3d4 miles around it, which creates one or more of the following effects:

  • The temperature increases by 2d4 degrees.
  • A puzzle will randomly generate somewhere to the east of the lair.

If Alphys dies, these effects fade over the course of 2d6 days.

Habitat: Urban

IlluminoPseudonymous

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