Legendary Resistance (3/Day). If Alakor fails a saving throw, she can choose to succeed instead.
Shapechanger. Alakor can use its action to polymorph into a Small or Medium humanoid, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies.
Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, fly, fireball, tongues
1/day: plane shift (self only)
Magic Resistance. Alakor has advantage on saving throws against spells and other magical effects.
Magic Weapons. Alakor’s weapon attacks are magical.
Coffee for Blood. Alakor regains 30 hit points at the start of his turn. If he is stunned or immobilized at the start of his turn he does not regain hit points.
Spellcasting. Alakor is a 12th-level spellcaster. Alakor's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. Alakor has the following Warlock spells prepared:
Cantrips (at will): mage hand, blade ward, toll the dead
1st level (4 slots): Arm's of Hadar, Command, Hellish Rebuke, Witch Bolt
2nd level (3 slots): Suggestion, Mind Spike, Invisibility, Darkness
3rd level (3 slots): Dispel Magic, Gaseous Form, Major Image, Tongues
4th level (3 slots): Banishment, Elemental Bane, Shadow of Moil
5th level (2 slots): Dream, Synaptic Static
6th level (1 slot): Mass Suggestion, Otherwordly Form, Scatter
Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greataxe.
Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (3d10 + 5) slashing damage.
Horrid Touch (Recharge 5–6). Alakor touches one creature within 10 feet of him. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Alakor 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. Alakor regains spent legendary actions at the start of its turn.
Attack. Alakor makes an attack with his Greataxe.
Cast a Spell (Costs 3 Actions). Alakor casts a spell from his list of prepared spells, using a spell slot as normal.
Comments