Shapechanger: As a bonus action, Alaric can polymorph into a Medium cloud of mist, or back from Monstrous form. While in mist form, Alaric cannot manipulate objects. It is weightless, has a flying speed of 60 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Spell Resistance. Alaric is immune to all spells of 6th level or lower. And above that, he has advantage on any saving throws. He loses immunity when corrupted.
Legendary Resistance (5/Day). If Alaric fails a saving throw, it can choose to succeed instead.
Magic and Adamantine Attacks. Weapon attacks performed by Alaric are magical attacks and Adamantine attacks.
Monstrous Form (Recharges after a Short or Long Rest). Alaric on will can transform into his monstrous form. He can stay in this form for an indefinite amount of time. (However, when reduced to 0HP he will revert to his normal form). However, when Alaric is reduced by half his HP, he will transform immeadiately. His statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. While in monstrous form, Alaric has the following traits:
- Alaric cannot use its shape changer feature to transform back if he is enraged.
- Alaric can attack with Essence Drain or Far Realm Curse as the cost of two attack actions.
- Alaric gains a flying speed of 200 feet.
Regeneration. Alaric regains 30 hit points at the start of its turn. However, when reduced to 0HP, he becomes unconscious.
Rejuvenation. If the Alaric is dropped below 0HP, it regains all its hit points after the same time of a long rest. Unless his body was destroyed, in which case it will take 1d10 days to rejuvenate at the location of his death. Only an attack made with a fundementum blade can truly kill him. However, to do so would mean universal consquence.
Weaknesses. Alaric has the following flaws:
- Fundamentum Vulnerability. Any weapon or object made of fundamentum will hurt Alaric upon contact. It will deal 4d10 additional straight damage damage on the damage roll and the weapons damage is also an automatic critical, and/or at anytime his skin contacts an object made of fundamentum.
The creature that used the blade on the target, if used a melee attack, will be blasted back 20ft and will take 2d8 straight damage.
Additionally, his regeneration is stopped for a round, and he becomes vulnerable-losing all resistances and damage immunities for the same amount of time. Even in monstrous form.
He is also paralyzed for 1 round. However, 40ft around him becomes difficult terrain after the intial blast of entropy. - Emotional Damage. Given Alarics past, if anything is brought up againist him that invloves the Lady of Pain (or her true name, Zorria) or him being evil, he must pass a DC20 Wisdom check. On a failed save, he will transform into his vampire form. On the edge of full blown rage. If he fails again, he will transform into his monstrous form and attack immediately regardless of the target. Due to this rage, he will cannot use spells for 2 rounds.
- Corruption: When the corruption from Qanaris has reached it's pinacle, Alaric becomes weak to psychic damage as his mind is being torn and ripped apart between reality and Far Realm. He is also cannot be reasoned with. His alignment becomes Chaotic Evil.
Otherworldly Presence. Alaric can cast antipathy/sympathy at will, requiring no components. Its spellcasting ability for it is Charisma (spell save DC 25) Red for Antipathy, Green for Sympathy.
Innate Spellcasting. Alaric is a innate spellcaster at 20th Level, and uses Intelligence as his spell casting ability. (spell save DC 25; +19 to hit).
At will: eldritch blast, plane shift, time stop, dominate monster
8th level (6 slots): maddening darkness, sunburst, divine word, finger of death, disintegrate, hunger of hadar
The Son of Praeritius: Alaric is a progenitor, thus the template and origin of all life. And gods. However, due to the events of their banishment, both Alaric and Praeritius are not full of strength. If Praeritius' conduits were returned to him, Alaric strength would also increase. If Alaric has all elemental 4 conduits under his command, the only two beings stronger than him is The Lady of Pain and Ao. If the Great Conduit is also then returned, then only Ao is more powerful. At full strength, Alaric is stronger than any Greater Deity.
From his imprisonment, he has been able to adapt to the Far Realms and use is energies. But risks corruption, and so uses the emotions of others to keep a hold of himself.
Multiattack. Alaric makes four melee attacks, only one of which can be a bite attack.
Alaric's Spatha (Normal Form Only). Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit: 14 (3d8 + 13) slashing damage and (4d8) psychic damage. Can use a bonus action to activate the magic within the sword to gain (4d6) of eithier lightning, thunder, poison, acid, cold, fire, force, radiant or necrotic. Also, can be used to rip holes in space into the Far Realm or to other planes quickly.
Claws (Normal and Monstrous Form Only). Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: (3d12+ 10) slashing damage and (4d8) psychic damage. Alaric can grapple the target (escape DC 25) in normal form. In monstrous form, the target must make a DC 25 Constitution saving throw, or become corrupted. The corrupted target takes 1d8 psychic damage at the beginning of their turn. A target may reroll the save at the end of their turn.
Bite (Normal and Monstrous Form Only). Melee Weapon Attack: +19 to hit, reach 5 ft., one creature that is grappled by Alaric, incapacitated or restrained. Hit: (4d8 + 10) piercing damage and the target's Constitution score is reduced by 1d6. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Essence Drain (Recharge 5-6). Every creature within 30ft radius of Alaric must make a DC 25 Constitution saving throw. On a failed save, the target takes (4d8 + 10) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and Alaric regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0. On a success, this damage halves.
Superior Speed. When in combat, Alaric can effectively teleport from one place to another within 60ft as a bonus action . If he charges a target this way, Alaric gains advantage on the first attack.
Superior Strength: Alaric can use his superior strength to throw around his opponents with ease. He can throw the creature up to 60 feet dealing 6d8 bludgeoning damage and causing them to go prone. Can also throw large heavy objects for the same damage. Also, when using a shove as an action, he can send the target back 20 feet with 4d6 bludgeoning damage.
Far Realms Curse (Recharge 5-6). Alaric targets a creature that it can see within 90 feet of it. His eyes go an intense purple colour, and energy coalesces around him and reality bends to his will as he fires a blast of pure entropic energy. The target must succeed on a DC 25 Dexterity saving throw, or be hit by a blast of pure dark, far realm energy and take (4d8) force damage plus (12d12+20) psychic damage, and then be subject to a taste of the Far Realms pure chaos and madness. The creature also becomes petrified for 1 minute (They seize up from the terror the witnessed). Must pass a DC19 wisdom saving throw to end effect. A success on the Dexterity saving throw means no damage taken. When in monstrous form, this ability instead become a blast of energy which effects a 150 foot cone in front of him, and the DC becomes 23.
Progenitor Command: Alaric can turn to any creature that is targeting him and command them to eithier target another target, or even halt the ability before it used. In this case this cannot be down, Alaric can instead use this absorb the energy of the ability and completely nullify it.
The creature being affected must make a DC23 Intelligence save throw to avoid this.
Alaric can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alaric regains spent legendary actions at the start of its turn.
Move. Alaric moves up to its speed without provoking opportunity attacks.
Claws. Alaric makes one attack with its claws.
Bite (Costs 2 Actions). Alaric makes one bite attack.
The Dark Powers (Costs 3 Actions). Alaric fixes his attention on one creature he can see. The target must succeed on a DC 25 Constitution saving throw against this power or become consumed by chaotic, dark forces. On a failed saving throw, the target takes (5d8) psychic damage. The target also becomes constrained by tendrils of darkness that seem to cage the creature. The creature becomes paralyzed. The creature can make a DC 19 constitution saving throw at the end of one their turn. If a target's saving throw is successful, the target is not paralysed and instead just takes half the damage.
Description
The Legate. the leader of the Praetor Spiritum. His ancient origins belong in the Far Realms. But unlike most of the creatures there, he is not evil, or insane. And seems relatively normal , apart from a few features in his appearance. If one is ever lucky, or foolish, to get close enough to see. However, his monstrous form gives away what he truly is. A truly terrifying presence to behold as reality seems to shimmer and bend to his very existance. Of course, the massive wings and truly horrifying image is enough to make even the most hardened veterans wills break.
Commonly refered as a higher vampire, but that is just to classify him to something that can be understood. But Alaric is so much more than that. He is the true power of the Praetor Spiritum, and probably a greater threat than his entire Legion below him.
And maybe, just maybe, a threat to the gods themselves...
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