THE SHARED REFERENCE Adventurer

Monster

Alyxian the Tormented

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Official reference · CRCotN · 2014

Creature type
Aberration
Size
Huge
Armor class
16 (natural armor)
Hit points
150 (12d12 + 72)
Speed
Walk 40 ft., Swim 40 ft.
Challenge rating
11
Alignment
Lawful Evil
Strength
21
Dexterity
18
Constitution
22
Intelligence
15
Wisdom
16
Charisma
20
Passive Perception
17
Saving Throws
str: +9; con: +10; wis: +7
Skills
deception: +9; insight: +7; perception: +7
Senses
blindsight 120 ft.
Languages
Celestial, Common, Elvish, telepathy 120 ft.
Immunities
necrotic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, stunned

Traits

Apotheonic Rejuvenation

When Alyxian drops to 0 hit points, his body dies and cracks open like a cocoon. Alyxian instantly emerges from the cocoon in his second form, Alyxian the Callous, in the space where his previous form died. 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 Grasping Hand attacks.

Grasping Hand

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) force damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Alyxian has six hands, each of which can grapple one target.

Void Eyes (Recharge 5–6)

Alyxian targets up to two creatures he can see within 120 feet of himself. Each target must make a DC 17 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.

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

Attack

Alyxian makes one Grasping Hand attack.

Weapons of Yore (Costs 2 Actions)

Ancient weapons embedded in Alyxian's hide detach from Alyxian and fly about in a 10-foot-radius sphere centered on a point Alyxian can see within 60 feet of himself. A creature takes 18 (4d8) slashing damage when it enters that area for the first time on a turn or starts its turn there. The effect lasts until the end of Alyxian's next turn, when the weapons return to Alyxian and embed themselves in his hide once again (causing him no harm).

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.

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