# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) 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.


