Alyxian the Tormented

Critical Role: Call of the Netherdeep p. 178

Size
Huge
Type
aberration
Alignment
lawful evil
AC
16 (natural armor)
Hit Points
150 (12d12+72)
Speed
walk 40 ft., swim 40 ft.
Saving Throws
Str +9, Con +10, Wis +7
Skills
Deception +9, Insight +7, Perception +7
Immunities
necrotic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, stunned
Senses
blindsight 120 ft.
Passive Perception
17
Languages
Celestial, Common, Elvish, telepathy 120 ft.
Challenge
11
STR
21
+5
DEX
18
+4
CON
22
+6
INT
15
+2
WIS
16
+3
CHA
20
+5

Traits

Proficiency Bonus

+4

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.

recharge

2/DAY

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.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

Alyxian can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Alyxian regains spent legendary actions at the start of its turn.

recharge

3/TURN

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).

Other data

description