Shapechanger. Alistair can use its action to polymorph into a Large bear or back into its true form, which is humanoid.
Keen Smell. The Alistair has advantage on Wisdom (Perception) checks that rely on smell.
Lycanthropic: Alistair is able to sense the presence of a werecreature within a 15 ft radius of him by means of scent, appearance, mannerisms, heartbeats, and other tells.
Loyalty: Allies nearby are affected by Alistair's devotion to the captain, and thus gain the benefits:
Aura of Protection: Whenever he or a friendly creature within 30 feet of him must make a saving throw, the creature gains a bonus of +6 to the roll. He must be conscious to grant this bonus.
Aura of Devotion: Alistair and friendly creatures within 30 feet of him can’t be charmed while he is conscious.
Aura of Courage: Alistair and friendly creatures within 30 feet of him can’t be frightened while he is conscious.
Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two scythe attacks.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:(2d8 + 4) slashing damage.
Châtiment : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (1d12 + 11) slashing damage.
Spellcasting: Alistair is a level 18 Spell Caster. His spellcasting ability is Charisma (Save DC is 18, +9 to hit with spell attacks). He has the following spells prepared.
Cantrips (At will): prestidigitation, mending, mold earth, mage hand, light
1st Level (4 slots): detect magic, cure wounds, earth tremor, expeditious retreat, longstrider, silvery barbs,
2nd Level (3 slots): darkness, misty step, vortex warp, phantasmal force, sleep, zone of truth
3rd level (3 slots): counterspell, dispel magic, haste, slow, tiny hut,
4th level (2 slots): otiluke’s resilient sphere, staggering smite
5th level (2 slots): modify memory, banishing smite
Polearm Master: Melee Weapon Attack Alistair makes a single melee attack with the opposite end of Châtiment. +7 to hit, reach 10 ft., one target. Hit: (1d4+ 11) bludgeoning damage.
Châtiment: Spend a bonus action to imbue the scythe with a devastating oath. Activate the 'Forsaken', 'Eclipse', or 'Retribution' ability within the weapon.
Bear’s Roar: (Bear) When a creature within a 10 ft radius is targeted by a single target spell, you can spend your reaction to growl at the caster. The caster must make a Con Save of DC 17. On a successful save the attack goes as planned. On a failed save, the caster’s spell faults and you become the spell’s focus. The roll to hit is the same and if below you AC, the spell fizzles out. If the spell requires a save DC, you become the one to require the save.
Sentinel Attack: (bear or human) When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Scythe Attack: (Human) When using the scythe, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Description
A dark and brooding figure stands over 6 feet tall. Clad in black armor with red accents, this figure gives the immediate impression of darkness.
A soft spoken voice, quiet often, and quick to respond.
This figure has gone under a radical transformation. Just 10 years ago, they were a part of an adventuring party, happily traveling the land. Yet over time, the toils of the world took their toll, and even those born good fall to the morality of hell on earth.
Good, Bad, Law, Chaos, these are all subjective, meaningless words used to explain the sides of conflict.
Only two things truly matter, Loyalty and Respect.
To those that honor the bond of loyalty and uphold honor in their work, Alistair looks upon with neutrality.
To those who are fleeting, who abandon their allegiances, leave their debts unsettled, Hell is to be paid.
A man once sworn into the service of helping humanity and protecting civilization now only stands to ensure that his twisted version of loyalty and honor must be paid.
Alistair owes Valerkia his life. Having been revived in a battle, and given a chance to leave the monotony of his life, Alistair has a diluted view on the world.
In Valerkia, he sees wrong. He sees the a murderer and a pirate, a man who would stand everything against his previous self stood for. But his honor and loyalty overrides this. In Valerkia he sees the lesser evil. In this fact he can follow the path of carnage in his way.
Alistair would die for his captain, his actions are too serve the man he owes his life.
He remains passive, only after Valerkia is threatened, attacked, or he is summoned to duty, will he spring into battle.
Alistair's predominantly a defensive unit. He will defend Valerkia, only upon his captain's assured safety will he attack.
Alistair will attack someone for three reasons:
1. The person has admitted to an act of treachery, abandonment, dishonor.
2. The person has slighted Alistair, or has moved to attack him first.
3. Valerkia commands him to attack them to demonstrate his loyalty.
He cannot be convinced what he is doing is wrong. He cannot be convinced to betray Valerkia. If alerted to a plot against Valerkia, he will report it to the captain, and await orders to deal with those who slight his commander.
Previous Versions
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9/17/2022 5:23:08 AM
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9/17/2022 6:01:28 AM
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10/8/2022 9:28:34 PM
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