Illusiory presence
Whenever a creature moves within 60 ft of Aralon, everything is seen double, and alien memories fill their head. All saving throws in this radius are made with disadvantage. This does not apply to Aralon.
Spellcasting. Aralon is a 5th-level spellcaster. Its spellcasting ability is charisma (spell save DC 10 +3 to hit with spell attacks). Aralon has the following sorcerer spells prepared:
Cantrips (at will): Acid splash, Firebolt, Mage hand, Minor illusion, poison spray, ray of frost, shocking grasp, chill touch
1st level (4 slots): Burning hands, charm person, disguise self, feather fall, fog cloud, magic missile, shield, silent image, thunder wave, sleep
2nd level (3 slots): Blur, darkness, enlarge/reduce, hold person, invisibility, levitate, mirror image, misty step, scorching ray, shatter, web
3rd level (2 slots): Blink, Counterspell, Dispel magic, Fireball, Fly, gaseous form, hypnotic pattern, lightning bolt, major image, sleet storm, slow, stinking cloud
Card Trick.
Aralon can pull a card from his 52 card deck as an action on his turn. Use a regular shuffled deck of cards for this. The number you draw is the number of dice you use, and the dice is a d4. For instance, if you draw a 3, it would be 3d4. Jacks, queens, and kings are all 11, 12, and 13 respectively. If you draw a heart, the ability restores health equal to the dice roll. If you draw spades, it deals damage on an +2 to hit. If you draw diamonds, it summons that number amount of spirit wolves, who have a 10 AC and 15 hp. If you draw clubs, it summons a giant with AC equal to the number +3 and has twice that many hit points.
Spirit summon. As an action, Aralon can summon 2d6+3 spirit wolves to attack enemies. They have 10 AC and 15 hp.
Multiattack. Aralon makes two jab attacks, a flurry attack, and a slash attack with his cane sword.
Jab. Melee weapon attack, +2 to hit, range 5ft, 1 target, takes (1d8+4) piercing damage on hit.
Slash. Melee weapon attack, +2 to hit, range 5ft, 1 target, takes (2d6+ 2) slashing damage on hit.
Flurry. Melee weapon attack, -2 to hit, range 5ft, 1 target, takes (4d6+ 2) piercing damage on hit.
Card Throw. Ranged weapon attack, +2 to hit, range 60ft, 1 target, takes (1d8+2) piercing damage on hit. Can be used 4 times per 1 action, and 2 times per bonus action.
Can cast “Misty Step” at will as a bonus action.
Parry. Once per round, as a reaction, when a successful attack is made against Aralon with a simple or martial melee weapon, he may deflect all physical damage back at the attacker. Any magical damage done still hits Aralon.
Aralon has 5 legendary actions, that reset on rolled initiative.
Legendary Resistance (Costs 1 Action) Whenever Aralon would normally fail a saving throw, he may choose to succeed instead.
Legendary Interruption (Costs 1 Action) At the end of another turn, Aralon can give himself an extra turn.
Description
Aralon is a simple human circus runner who uses spirit animals and basic magic tricks to deal damage.
He looks like a basic human with blue eyes, a crooked nose, long sideburns, white hair, and a chiseled jaw. He wears a blue top hat, whit purple stripes on it, as well as a blue suit, blue tie, and blue pants. All of which have purple stripes. He wears a white shirt under his jacket, and has basic black dress shoes.
Lair and Lair Actions
Aralons lair is a big tent, with about 50 ft. Circle worth of space. It is a hardwood floor splattered with blood.
Lair Actions
On initiative count 10 (losing initiative ties), Aralon takes a lair action to cause one of the following effects; Aralon can’t use the same effect two rounds in a row:
- The window flaps on the tent open, and noxious gas floods in the room. All creatures (other then Aralon) must make a DC 13 Constitution Save at the start of their turn or take 2d8 poison damage. Lasts for 3 rounds of combat.
- Spirit wolves rise out of the bloody floor, and 2d12 +4 wolves appear. They have 10 AC and 15 Hp.
Regional Effects
None.
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