Ablative Cover. When Aleus is forced to make a saving throw against an area of effect and an ally is adjacent to him, that ally gains disadvantage on the saving throw and Aleus gains advantage.
Concerning Pattern. When Aleus would be made the target of an attack or single-target spell one adjacent ally is made the target of that attack or spell instead.
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.
Know Weaknesses. When Aleus hits with an attack against a target with whom he is familiar, and does not have disadvantage, he deals an additional 4d6 piercing damage.
Legendary Resistance (2/Day). If Aleus fails a saving throw, he can choose to succeed instead.
Multiattack. Aleus makes two Rapier attacks, two Rod of Control attacks, or one Rapier attack and one Rod of Control attack.
+1 Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (6d6) poison damage on a failed save, or half as much damage on a successful one. A creature who fails this save by 5 or more is Paralyzed for one minute, and may make a new saving throw at the end of each of their turns.
Rod of Control. Ranged Spell Attack: +8 to hit, range 150ft, one target. Hit: 7 (2d6) psychic damage, and the target must make a DC 15 Wisdom saving throw. On a failed saving throw, the target moves up to 10ft and makes one attack or casts one cantrip at an ally within range, both of Aleus' choosing.
Spellcasting.
Dominate (1/day). Aleus Casts Dominate Person, as the spell. The target must make a DC 15 Wisdom saving throw to resist. Casting the spell through the rod does not require concentration and has an indefinite duration.
A target who has failed a saving throw against this effect once has disadvantage on future saving throws. Once a creature has been dominated for 24 hours by this effect, it is permanent until the holder of the rod releases the creature or the rod is broken.
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.
Taunt . Aleus can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear Aleus, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Aleus’s next turn.
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.
Aleus can take 2 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. Aleus regains spent legendary actions at the start of his turn.
Bolt. Aleus moves up to his speed. This movement does not provoke attacks of opportunity.
Taunt. Aleus uses Taunt.
Rod of Control. Aleus makes one Rod of Control attack.
Description
Rod of Control. This slender rod is made from a smooth, polished piece of bone, and despite the humming power of the enchantment magic within. The rod grants the following powers to an attuned character.
Dominate (1/day). Cast Dominate Person, as the spell, DC 15 Wisdom saving throw to resist. Casting the spell through the rod does not require concentration and has an indefinite duration. A target who has failed a saving throw against this effect once has disadvantage on future saving throws. Once a creature has been dominated for 24 hours by this effect, it is permanent until the holder of the rod releases the creature or the rod is broken.
Lapse. A bolt of purple energy leaps from the tip of the rod. Make a Ranged Spell Attack. Attacks with this ability are made with Charisma. Choose one target within 150ft. On a hit, the target takes 2d6 psychic damage, and the target must make a DC 15 Wisdom saving throw. On a failed saving throw, the target moves up to 10ft and makes one weapon attack or casts one cantrip at an ally within range, both of the caster's choosing.
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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