Monster
Alyxian the Dispossessed
Outside your table’s allowed sources
Official reference · CRCotN · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15 (leather armor, shield)
- Hit points
- 153 (18d8 + 72)
- Speed
- Walk 30 ft.
- Challenge rating
- 13
- Alignment
- Lawful Evil
- Strength
- 19
- Dexterity
- 15
- Constitution
- 18
- Intelligence
- 13
- Wisdom
- 14
- Charisma
- 20
- Passive Perception
- 17
- Saving Throws
- str: +9; con: +9; wis: +7
- Skills
- insight: +7; perception: +7; persuasion: +10
- Senses
- darkvision 120 ft.
- Languages
- Celestial, Common, Elvish, telepathy 120 ft.
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, stunned
Traits
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.
Special Equipment
Alyxian carries a magic dagger that he uses to make Stoneheart Dagger attacks. In the hands of creatures other than Alyxian, the dagger is nonmagical and has no special properties.
Actions
Multiattack
Alyxian makes two Spear attacks.
Spear
Melee Weapon Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack, plus 9 (2d8) radiant damage.
Stoneheart Dagger
Melee Weapon Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (3d4 + 4) force damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or become petrified as the dagger lodges itself in the target's body. While the dagger is lodged in the target, magic can't end the petrified condition on it and Alyxian can't make Stoneheart Dagger attacks. A creature within reach of the petrified target can use an action to try to remove the dagger, doing so with a successful DC 17 Strength check.
Bonus actions
Summon Dagger
Alyxian's Stoneheart Dagger teleports into his free hand, provided he has one.
Reactions
Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon.
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 Spear or Stoneheart Dagger attack.
Warrior's Stride
Alyxian moves up to his speed. This movement doesn't provoke opportunity attacks.
Ruidium Shard (Costs 2 Actions)
A gem-sized shard of ruidium appears at a point Alyxian can see within 120 feet of himself and explodes. Each creature, other than Alyxian, in a 10-foot-radius sphere centered on that point must succeed on a DC 18 Charisma saving throw or gain 1 level of exhaustion. If a creature isn't suffering from ruidium corruption, it becomes corrupted when it fails the saving throw.
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.