Monster
Alyxian the Callous
Outside your table’s allowed sources
Official reference · CRCotN · 2014
- Creature type
- Celestial
- Size
- Large
- Armor class
- 17 (half plate)
- Hit points
- 157 (15d10 + 75)
- Speed
- Walk 30 ft., Fly 90 ft.
- Challenge rating
- 12
- Alignment
- Lawful Evil
- Strength
- 23
- Dexterity
- 18
- Constitution
- 21
- Intelligence
- 15
- Wisdom
- 16
- Charisma
- 20
- Passive Perception
- 17
- Saving Throws
- str: +10; con: +9; wis: +7
- Skills
- deception: +9; insight: +7; perception: +7
- Senses
- truesight 120 ft.
- Languages
- Celestial, Common, Elvish, telepathy 120 ft.
- Immunities
- radiant
- Condition Immunities
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, restrained, stunned
Traits
Apotheonic Rejuvenation
When Alyxian the Callous drops to 0 hit points, his body dies and sheds its wings, and he rises to his feet in his third form, Alyxian the Dispossessed. His initiative count doesn't change.
Divinely Blessed
Alyxian can't be surprised and can't be changed into another form against his will.
Legendary Resistance (2/Day)
If Alyxian fails a saving throw, he can choose to succeed instead.
Actions
Multiattack
Alyxian makes two Radiant Spear attacks. He can replace one of these attacks with Blinding Teleport.
Radiant Spear
Melee Weapon Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 15 (2d8 + 6) radiant damage.
Blinding Teleport
Alyxian teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 120 feet of himself. Each creature within 5 feet of his new location must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Heavenly Destruction (1/Day)
Alyxian releases divine energy in a 60-foot cone. Each creature of his choice in that area must make a DC 17 Constitution saving throw. On a failed saving throw, the creature takes 31 (7d8) radiant damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Alyxian makes one Radiant Spear attack.
Celestial Chains
Alyxian targets one creature he can see within 120 feet of himself. The target must succeed on a DC 17 Strength saving throw or be restrained by magical chains for 1 minute. While restrained in this way, the target can't leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Flare (Costs 2 Actions)
Alyxian targets one creature he can see within 30 feet of himself. Light flares around the target, dealing 17 (5d6) radiant damage to it and creatures within 10 feet of it.
Lair actions
On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:
- Avandra's Grasp: Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a DC 15 Dexterity saving throw or be restrained by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action.
- Corellon's Charm: Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Alyxian until initiative count 20 of the next round.
- Sehanine's Torment: Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack (+7 to hit) against it. On a hit, the attack deals 8 (1d8 + 4) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack.
Prayers to the Gods
A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a DC 15 Wisdom (Religion) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 (4d6) psychic damage, regardless of his current form.