Spawn of Alquam
Large Fiend chaotic evil
- Armor Class: 16 (natural armor)
- Hit Points: 114 (12d10+48)
- Speed: fly 60 ft. walk 20 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2, page 95
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
17 (+3) |
19 (+4) |
14 (+2) |
16 (+3) |
13 (+1) |
- Skills: deception +4, perception +6, stealth +6
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning
- Condition Immunities: charmed, frightened, poisoned
- Senses: darkvision 90 ft., passive Perception 16
- Languages: Abyssal, telepathy 60 ft.
Special Abilities
- Ambusher: In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised.
- Keen Sight: The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight.
- Shadow Stealth: While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action.
- Sneak Attack (1/Turn): The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn't incapacitated and the spawn doesn't have disadvantage on the attack roll.
- Speak with Birds: The spawn of Alquam can communicate with birds as if they shared a language.
Actions
- Multiattack: The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
- Talon: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Gloomspittle: Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.
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