Small Fey, Neutral
Armor Class 14 Natural armor
Hit Points 7 (2d6 + 2)
Speed 50 ft.
STR
3 (-4)
DEX
18 (+4)
CON
5 (-3)
INT
15 (+2)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +6, WIS +4
Damage Immunities Acid, Cold, Fire, Force, Lightning, Poison
Senses Blindsight, Darkvision, Truesight, Passive Perception 20
Languages All It knows all languages
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

 

Shift. The Aligner has the ability to shift from one shadow to another just by walking into one. The shadow must be darker than the aligner itself or it cannot shift. Nothing can shift with the Aligner except for other Aligners.

Ever watchful. The Aligner has advantage on Perception (Wisdom) checks and Insight (Wisdom) checks.

Wet feet. The Aligner cannot get wet and can walk on water.

Shadow Tone. The abilities of an Aligner are improved when in darkness. The Dex of an Aligner goes up by +10 and the AC goes up by +10.

The Finale. When an Aligner dies it creates a beautiful explosion of black and white. It goes off like a firework, very loud, and very bright. The sound can be heard from 300 ft. away and can blind you for 5 seconds if staring directly at it from anywhere in 15 ft. of it. When an Aligner knows it is going to die it goes off like a timer counting down from 5 seconds. During this time it tries it’s best to get as far away from you or anything nearby for it’s explosion not to hurt anyone. If you are caught inside the explosion then make a DC 15 Constitution saving throw. If you fail then get knocked prone, get blasted back 15 ft., and take 2d8 fire damage.

Actions

Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. 

Spit. Aligners have a corrosive saliva that can be spat In a five foot cube anywhere within 30 ft. of the creature. If a creature other than an Aligner is in the spit then they must make a DC 12 Constitution saving throw or take 1d8 acid damage.

Bonus Actions

Psychic Sight. An Aligner has the ability to see through the eyes of any creature around them in a 15 ft. radius. The creature will do whatever the Aligner wants it to do while it is seeing through it’s eyes unless it is a character.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Aligner is a dog/cat like shadow creature that can only be seen if a perception check is made at random. The check must be higher than a DC 24 Perception check or it cannot be found. Even if the check succeeded it only has a 50% chance of being there so if it succeeds, flip a coin. If they get a 30 then it’s a 100% chance. It has an unstable body that can change at random times. It is found in the shadows of beings watching them carefully and studying them at any moment possible. It determines their alignment and gives their alignment to new born creatures who need it, like a human with lawful neutral. The Aligner never fights unless provoked into fighting and can leave at any point if it believes it cannot win the battle. The Aligner also has a way of knowing your every move because of how long they’ve been studying you. It also knows exactly what you mean when you say something. They come from a place so empty that it doesn’t have color. No black, no white, no anything. If you are there then some believe that you would be wiped from existence. This place is called The All Surrender. They can bring people that they think are true neutral with them to The All Surrender but only once a year. Only one has ever been brought that we know of and they still haven’t returned. They have the ability to swap planes at any point in time. An Aligner is born when the world needs it. If you kill the Aligner then another will be born. After killing an Aligner you are now unaligned and are basically now just a zombie. The only way to get a new alignment is to take someone else’s which is done by taking their soul.

      Taking Someone’s Soul 101.

  1. What is a spirit? You need to know what a spirit is to know what a soul is. A spirit is a bodiless creature’s life force. In the “Speak with Dead” spell it mentions that an animating spirit is the part of your life force that makes your body move to your soul’s wishes and has some semblance of awareness.
  2. What is a soul? A soul is a spirit, or more likely, a part of one. This is because a spirit can go without a soul, but a soul needs a spirit. A soul spirit, as I like to call them. A soul contains a person’s memories, personality, and alignment. All creatures have souls except for beasts, constructs, elementals, oozes, plants, unaligned creatures, and most undead.
  3. Where are souls? Taken from a source ”“When a creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature’s deity resides. If the creature didn’t worship a deity, its soul departs to the plane corresponding to its alignment.” (DMG p.24)”
  4. How do you get a soul? First you need to find out who’s soul you want and if you can get it. As mentioned before, a soul either goes to their deity or the plane of their alignment. Take Jimmy for example: Jimmy has a lawful good alignment and worships Bahamut. You would find his soul with Bahamut. If he didn’t worship Bahamut then where would you find it? Heaven of course! The plane of lawful good. Now you just need to get there… Anyways! When you get there, you can’t just take people’s soul, they will not like it. You must have the soul spirit’s permission. A soul spirit can leave the character and go back to it’s plane whenever it wants. A soul spirit can also take over it’s host and control them. There is nothing you can do to stop them. When the soul spirit agrees to going into the body, then the soul spirit must put all of itself into the body and the brain. If some is left behind then that is not good. The process takes at least three hours and must be completed in one go. If the process is stopped then the soul spirit is split and cannot form back together fully (see part five for what happens during this). If the process is completed correctly then the memories of the soul and the memories of the character will both be in the body. Essentially creating an entirely new person. They will act the exact same, except for now being proficient in the soul spirit’s most proficient skill.
  5. A split soul. A split soul is basically a split personality which takes half of the control of the body. Yes, that means half the limbs, the choice of which limbs it can control is the DM’s choice. The other limbs now fall limp and do not move. All attributes are halved and all proficiencies go away. To get a full soul, you must now get another split soul. You have to split another soul except now, the soul duplicates, which means that the soul can stay a soul and put half of itself into the body. Now that their are two split souls in the body, the body must rest for the next day or two so the souls can mix. This process cannot be interrupted because the body essentially acts lifeless and cannot move or be woken up. After the rest, the body now has three split personalities and no memories. You must now treat them like they have amnesia. Their memories will come back, but they won’t know who’s memories it is. This leads to some severe cases of depression, depersonalization, and derealization. However, with help from the party, the character can become their old self. When in different situations, they may switch into a different person without knowing. This can make it either better or worse. If they are in a fight, then if one of the split souls is a good fighter, they may swap into them. After the fight, the personality may stay for a little. While the switch during the fight is good because now they know more about how to fight, they really don’t. Since they are a split soul, they do not have their full memories, all they know is that they were once a fighter (no bonuses or proficiencies because of the switch, just purely the personality will change). Sadly, there is no way to fix the split personality unless you make a wish.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/19/2022 7:45:36 PM
11
0
--
Coming Soon
TheDangerZone2000

Comments

Posts Quoted:
Reply
Clear All Quotes