Divinely Targeted- Only the one The Aleax was sent for can perceive it. Only attacks from his target may target him- Outsiders will see the Pc flailing and attacking at nothing but air.
Special abilities- The aleax mimics any and all of his opponents abilities- Class , racial, spell casting.
Equipment Dupe- Any and all items owned by the target are owned by the Aleax as well.
In the event of an Artifact level item, both are rendered inert for the duration of combat.
Regeneration- Growing regeneration- starting at 1 hp per action , it doubles until fully healed .
Aleax has 100% Magic resistance
Owned Initiative- They roll for initiative , with advantage ( roll twice and take the best one)
When the aleax appears, it will utter telepathically That the Pc in particular is being punished by the deity that sent it.
No other conversation will occur.
This opponent can be the bane of Murder hobos across the multiverse.
It should be used sparingly, perhaps when the Neutral good mage who begins trying to kill the rest of the party doesnt see the error of his ways
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
In the event that the PC is beaten-
The pc loses 1/2 their xp (or lvl if using milestones). They are raised instantly.
All magic becomes inert- save Artifacts, which are returned to their owners (wand of Orcus- goes back to Orcus for example.
In the event that the Aleax is defeated-
The PC is taken to the Sending Deities home plane (The Happy hunting grounds, 7 Heavens, 9 Hells....) To personally serve the deity for a year and a day.
when he returns, he will have all his items returned, possibly with a bonus.
Description
An Aleax is a physical manifestation of vengeance sent by a deity.
It can be sent to those straying from their alignment- to allow them to mend their ways.
Or it can be sent by a deity of someone who is in danger of being wronged(killed, or otherwise abused) to punish an adversary.
It will appear bathed in a shimmering light .
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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