Devil’s Sight. Magical darkness doesn’t impede Arannis' darkvision.
Fey Ancestry. Arannis has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Sunlight Sensitivity. While in sunlight, Arannis has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Poisoner. Whenever Arannis deals poison damage, it bypasses resistance to poisons.
They can apply poisons to weapons or ammunition as a bonus action, rather than an action.
They can also make 4 doses of poison per day, which can be applied to weapons or ammunition, lasting for one minute. On a hit, the target must make a DC 15 CON save or take 24 (7d6) poison damage.
Special Equipment. Arannis wields the tentacle rod
Multiattack. Arannis makes three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. Alternatively, he can make three attacks with the Tentacle Rod. Regardless, Arannis can then also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
Tentacle Rod. Melee Weapon attack; +9 to hit, range 15ft. Hit: 3 (1d6) bludgeoning damage. If a target is hit with all three attacks, it must make a DC 15 constitution saving throw. On a failure, the targets speed is halved, it has disadvantage on dexterity saving throws and cannot take reactions for 1 minute. Moreover, on each of its turns it can either take an action or a bonus action, but not both. It can repeat the saving throw at the end of each of its turns.
Spellcasting. Arannis casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: dancing lights, darkness
1/day each: faerie fire, levitate (self only), Invisibility (self only)
Shadow Step. While in dim light or darkness, Arannis teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. He then has advantage on the first melee attack he makes before the end of the turn.
Previous Versions
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