Akata Alpha

Family: Akata

Medium aberration, neutral

Armor Class 15 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 16 (+3) 3 (-4) 12 (+1) 11 (+0)

Skills Athletics +3, Acrobatics +5, Stealth +7
Damage Immunities fire, cold, poison
Condition Immunities poisoned
Senses darkvision 120 ft.; passive Perception 11
Languages Auran
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Deaf. The akata alpha can’t hear. It is immune to any spell or effect that relies on hearing to function, but it automatically fails Wisdom (Perception) checks that rely on hearing.
  • Hibernation. The akata alpha can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth. These fibers quickly harden into a dense, almost metallic coccoon. While hibertinating the akata doesn’t require food or water. The cocoon has AC 18, 35 hp, and a damage threshold of 10. It is immune to fire and bludgeoning damage. As long as the cocoon remains intact, the akata within is unharmed. The akata remains in hibernation until a living creature comes within 10 feet of the cocoon, or it is exposed to exreme heat, at which point it claws its way to freedom in 1d4 minutes.
  • Keen Smell. The akata alpha has advantage on Wisdom (Perception) checks that rely on smell.
  • Salt Water Vulnerability. Salt water deals 1 point of acid damage for every gallon splashed on the akata. Full immersion in salt water causes 20 acid damage at the start of the akata’s turn.
  • Void Born Nature. The akata alpha doesn’t need to breathe and is immune to disease.
  • Void Death. The akata alpha’s mouth is infested with hundreds of invisibly small larval young that transfer to victims of its bite, manifesting as a disease. Within 1 hour of contracting void death a victim suffers muscle cramps and pain. The victim takes 3d6 (10) necrotic damage and must make a DC 13 Constitution saving throw. On a failed save the victim’s maximum hit points are reduced by an amount equal to the damage taken. As long as a creature suffers from void death this reduction can only be removed by greater restoration or more powerful magic. A creature whose maximum hit points are reduced to 0 dies. The creature must repeat the save when it finishes a long rest. A creature that makes two consecutive saving throws recovers from the disease and can regain its maximum hit point total when it finishes a long rest. A humanoid that dies as a result of void death rises as a void zombie 1 hour later.

ACTIONS

  • Multiattack. The akata alpha makes three attacks: one with its bite, and two with its tentacles.
  • Bite. Melee Weapon Attack: +5 to hit, 5 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage and if the target is a creature other than a construct or undead it must succeed on a DC 13 Constitution saving throw or contract the Void Death disease (see above). Tentacle. Melee Weapon Attack: +5 to hit, 5 ft., 1 target. Hit: 5 (1d4 + 3) bludgeoning damage.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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