Telepathic Bond. Arlentar ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. Arlentar can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Fire Aura. At the start of each of Arlentar's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Arlentar or hits him with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. Arlentar has advantage on saving throws against spells and other magical effects.
Magic Weapons. Arlentar's weapon attacks are magical.
Multiattack. Arlentar makes three attacks.
Rapier. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) slashing damage plus 13 (3d8) lightning damage. If Arlentar scores a critical hit, he rolls damage dice three times, instead of twice.
Charm. One humanoid Arlentar can see within 30 feet of it must succeed on a DC 23 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Arlentar's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Arlentar's Charm for the next 24 hours.
Arlentar can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. Arlentar kisses a creature charmed by it or a willing creature. The target must make a DC 23 Constitution saving throw against this magic, taking 63 (10d10 + 8) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. Arlentar magically enters the Ethereal Plane from the Material Plane, or vice versa.
Teleport. Arlentar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Parry. Arlentar adds 4 to its AC against one melee attack that would hit it. To do so, the Arlentar must see the attacker and be wielding a melee weapon.
Comments