Betray. During his first turn, Aleus has advantage on attack rolls against any creature which believed him to be an ally. Any hit he scores against such a creature during his first turn is a critical hit.
Cunning Action. Aleus can take a Bonus Action on each of his turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
Keen Observation. Aleus has advantage on saving throws against spells and effects from characters he has previously fought alongside in combat.
Read the Room. Aleus' walk speed is increased by 20ft when while is current hitpoints are at half or fewer.
Multiattack. Aleus makes two Longsword attacks
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the target must make a DC 14 Constitution saving throw, taking 24 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Cutting Reminder. When Aleus hits with an attack against an ally he has previously betrayed he may viciously mock their trust in him as a bonus action. If he does so, the target must make a DC 14 Wisdom saving throw or take an additional 18 (5d6) psychic damage.
Acquisition. When a creature falls to zero hitpoints while adjacent to Aleus, he may use his reaction to pick up any single weapon or implement they had in their hands when they fell.
Self Import. When any effect reduces Aleus to fewer than half hitpoints, he may use his reaction to perform an immediate disengage action and move up to his speed.
Legendary Resistance (2/Day). If Aleus fails a saving throw, he can choose to succeed instead.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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