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Alnaar

Large · Fiend · CR 9 · Chaotic Evil

Source. Creature Codex
Armor Class
17 (natural armor)
Hit Points and Hit Dice
212 (25d10+75)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
22
+6
CON
17
+3
INT
9
-1
WIS
12
+1
CHA
10
+0

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 5000
Initiative Bonus +6

Movement

Walk 40 ft (12.2 m)
Fly 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Burrow 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 15

Saving Throws

Dexterity +10 Constitution +7

Skills

Acrobatics +10 Perception +5

Languages

Abyssal

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities
cold
Condition Immunities
frightened, poisoned

Traits

Skin of the Forge

A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.

Starving Wrath

If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.

Actions

Fiery Fangs

+9 to hit, reach 10 ft (3 m). Hit: 2d8+5 fire damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.

Flare

The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.

Multiattack

The alnaar makes three fiery fangs attacks.

Reactions

On the Hunt

When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.

About Alnaar

Alnaar is a large fiend with a Challenge Rating of 9. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 212 hit points (derived from 25d10+75).

Alnaar has communication capabilities including Abyssal. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Alnaar

3 tips available

When using Alnaar in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Burrowing Tactics: This creature can burrow at 20 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Alnaar

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Burrowing Defense: This creature can burrow at 20 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Alnaar?
Alnaar has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Alnaar?
Alnaar is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Alnaar speak?
Alnaar can communicate in Abyssal.

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