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.
Boots of Smoke. When Aleus moves, he may choose to teleport up to his speed to any square he can see. The square he left becomes filled with a column of black smoke for one minute or until dispersed with a strong wind. This smoke grants concealment to creatures within.
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 a melee attack against a target with whom he is familiar, and does not have disadvantage, he deals an additional 4d6 piercing damage.
Knife in the Dark. While Aleus and his target are both concealed, Aleus has advantage on attack rolls, and each hit is a critical hit.
Legendary Resistance (3/Day). If Aleus fails a saving throw, he can choose to succeed instead.
Multiattack. Aleus makes three attacks with his Rapier or Rod in any combination.
+2 Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 24 (8d6) 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.
Rod of Control. Ranged Spell Attack: +10 to hit, range 150ft, one target. Hit: 7 (2d6) psychic damage, and the target must make a DC 17 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 17 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.
Haste (1/day). Aleus casts Haste upon himself, as the spell.
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 17 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Aleus’s next turn.
Apply Lessons. When an enemy with whom Aleus is familiar misses Aleus with a melee attack, Aleus may make two Rapier attacks against that enemy as a reaction.
Acceleration Ring. When any effect reduces Aleus to fewer than half hitpoints, roll initiative for Aleus a second time. Aleus takes his full turn on each initiative entry.
Aleus can take 3 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 17 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.
Acceleration Ring. This circle of metal seems to blur between a polished steel band and a rusted, ancient ring.
The Acceleration Ring is a legendary magical item. It grants +1 to armor class and reflex saves and allows the wearer to cast the Haste spell once per day.
Additionally, once per week, the wearer may tap deep into the temporal anomaly that has attached itself to the simple band of iron. The wearer rolls initiative a second time during combat and takes a full turn at each entry.
While using this ability, the wearer ages rapidly, gaining 1d4 years of age with each additional turn taken.
Weaknesses: The Silverthorn Lily's thorns and sap are the source of Aleus' poison, and its petals can be used to craft an inoculating agent. Characters who have taken this agent gain advantage on saving throws against Aleus' poison.
Aleus' Rod of Control is crafted from the leg bones of his father, whose approval Aleus always sought, and never received, even at the end. Earrings crafted from the bone of the same body, buried in an unmarked grave at his family's estate, render the wearers immune to the effects of the Rod of Control.
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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