Simmering Rage. The Alriyah Beasthide is always raging while conscious, gaining the +2 damage bonus to STR weapons, but does not have access to other abilities. In exchange, they are able to cast and maintain spells and abilities while in this state.
Regeneration. Alriyah Beasthide regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Alriyah Beasthide takes radiant damage or damage from holy water, this trait doesn't function at the start of Alriyah Beasthide's next turn.
Leer of Fear. As an Action, the Alriyah Beasthide can target one non-humanoid or construct creature within 30 feet and force it to make a Wisdom Saving Throw (DC 15) against the Frightened condition. If this feature targets a Frightened or Allied creature, then that creature can move up to half its speed and perform 1 action that the Alriyah Beasthide dictates.
If a creature succeeds on either save, then it cannot be affected by this feature for 24 hours from any source.
Innate Spellcasting. Alriyah Beasthide's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Alriyah Beasthide can innately cast the following spells, requiring no material components:
3/day: cure wounds, searing smite
2/day: hellish rebuke, wrathful smite
1/day: inflict wounds
Multiattack. The Alriyah Beasthide can make 3 Attacks, two with a weapon and one with their Claws.
The weapon attacks can be substituted for a Recharge Ability or a Spell.
Blood-Drinker Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) slashing damage plus 3 (1d6) necrotic damage. The Alriyah Beasthide regains HP equal to the amount of Necrotic damage done.
Honed Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Boiling Blood Slash (Recharge 5~6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
On a hit, the targeted creature must make a DC 15 Constitution Saving Throw. On a fail, the creature takes 16 (4d8) points of Necrotic damage and has vulnerability to Necrotic damage until the end of their next turn. On a success, they take half damage and do not gain vulnerability.
Vampiric Infusion. As a Bonus Action, the Alriyah Beasthide can heal themselves up to 20 HP. Once 20 HP has been healed this way, this feature can't be used until the next Long Rest.
Retaliatory Net. When a creature hits the Alriyah Beasthide with a Melee attack, they can impose a DC 16 Strength Check on the creature. On a fail, the creature becomes Grappled, and on their next turn the Beasthide can use an action to Restrain them in a net.
On a success, the creature does not become grappled.
Description
A member of Qaramzi Alriyah's forces specialized in durability and strength, for reigning in monsters and enemies alike.
Comments