Medium Fey, Neutral Good
Armor Class 15 (22 with Divination of Moons)
Hit Points 180 (20d6 + 80)
Speed 45 ft.
STR
5 (-3)
DEX
14 (+2)
CON
18 (+4)
INT
24 (+7)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +2, DEX +7, CON +9, INT +12, WIS +9, CHA +8
Skills Arcana +15, Insight +10, Perception +12, Persuasion +10, Stealth +14, Survival +14
Damage Resistances Cold, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 30ft, Darkvision 120 ft., Truesight 60ft, Passive Perception 27
Languages Common, Elvish, Riedran, Sylvan, Telepathy 60ft, Thieves' Cant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Abjuration of the lakes. Alekai regains 20 hit points at the start of his turn if he has at least 1 hit point and is in running water or in darkness. Alekai has advantage on saving throws against magical effects and on constitution saving throws to maintain concentration. In addition, he adds his proficiency bonus to ability checks involving counterspell and dispel magic, for a total of +13

Conjuration of the hero. Whenever Alekai is needed by the Heroes of Light, he can project his presence to a point within 60ft of Arondight, telekinetically bring the sword into his projections hand, and fight alongside his companions for as long as he is capable. His projection shares his hitpoints, spellslots etc. as if it was his physical body. In addition, whenever Alekai takes a short rest, he recovers spell slots up to ten levels, none of which can be slots above 6th level.

Divination of the moons. While he isn't incapacitated, Alekai can add his Intelligence modifier to his AC and Saving Throws. In addition, he cannot be blindedcharmed or frightened

Enchantment of the coin. Whenever Alekai flicks a coin to a point within 60ft as an object interaction, the coin lights up as if under the effect of a light spell. Each creature of Alekai's choice that he can see within 30 feet of the coin must succeed on a DC 20 Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Evocation of the rivers. Alekai can climb difficult surfaces, including on water, walls, upside down on ceilings, without having to make an ability check. In addition, he can substitute his Intelligence score when making Strength (Athletics) or Dexterity (Acrobatics) ability checks.

Illusion of the abyss. Alekai is hidden from divination and cannot be detected by scrying or magical means. He is invisible to creatures with True Sight and cannot be detected by creatures with an intelligence above 8 until he casts a spell, sign, makes a weapon attack, uses a blood curse or otherwise makes his presence known. After revealing himself, Alekai must spend a minute meditating to once again hide his presence.

Necromancy of the waterlilies. Whenever Alekai is dead or making Death Saving Throws, Cassandra knows and is aware of his location.

 

Spellcasting. Alekai is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +15 to hit with spell attacks). His spellcasting is psionic, requiring no material or somatic components. He has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, chill touchlightning lure, shape watermessageshielddetect thoughts, counterspelldispel magic,

1st level (4 slots):alarm, comprehend languages, detect magic, detect poison and diseasefloating disk, magic missilethunderous smitethunderwave

2nd level (3 slots): acid arrow, levitate, misty steprime's binding icescorching raysee invisibility

3rd level (3 slots):  fireball, flylightning boltphantom steedremove cursesendingspirit guardiansthunder stepwall of waterwater breathingwater walk

4th level (3 slots): control water, divination, private sanctumstaggering smite

5th level (3 slot): commune with nature (Commune with City variant), hold monstergeas, maelstrom, scryingsteel wind striketemporal shuntwall of force,

6th level (1 slot): chain lightning, Siegfried's Undeniable Authority, true seeingword of recall (With Arondight or Cassandra as the target)

7th level (1 slot): plane shift, power word painprismatic sprayproject image

8th level (1 slot): demiplanemind blank, power word stun, transport via time, telepathy,

9th level (1 slot): Astral Projection, blade of disasterpower word kill, psychic screamtime stopwish

 

Actions

Multiattack (Panta Rhei). Alekai casts a Sign (See below) and makes two attacks with Iris or Arondight. Alternatively, he casts a spell and makes a single weapon attack. 

Iris (Greatsword). Melee Weapon Attack: +13 to hit, reach 5 ft. Hit: 13 (2d6+7) slashing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Alekai regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Arondight (Longsword). Melee Weapon Attack: +16 to hit, reach 5 ft. Hit: 13 (1d10+10) slashing damage plus 8 (2d8) cold damage. A dragon, fey or shapechanger hit by this weapon must succeed a DC20 Constitution saving throw or be stunned until the start of Alekai's next turn.

 

Aard (Sign). Melee Spell Attack: +15 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 7) force damage plus 14 (4d6) thunder damage. If the target is a creature, Alekai can grapple it (escape DC 18), or move it up to 15 feet, instead of dealing the thunder damage.

Agni (Sign). Ranged Spell Attack: +15 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 7) fire damage plus 14 (4d6) psychic damage. If the target is a object, Alekai can set it on fire instead.

Axii (Sign). Alekai targets one humanoid he can see within 30 feet of him. If the target can see Alekai, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Alekai as a trusted friend to be heeded and protected. The target isn’t under Alekai’s control, but it takes Alekai’s requests and actions in the most favorable way. Each time Alekai or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect last 10 minutes or until Alekai is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Chernobog (Sign). Magical darkness spreads from a point Alekai chooses within 60ft to fill a 15-foot-radius sphere for until the start of Alekai's next turn. The darkness spreads around corners. 

Dazhbog (Sign). Ranged Spell Attack: +15 to hit, reach 240 ft., one target. Hit: 20 (4d10) fire, psychic or lightning damage. This attack ignores half and three-quarters cover.

Devana (Sign). Alekai's brands a creature he can see when he next hits that creature with a weapon attack, sign or spell. Alekai always knows the direction to the branded creature as long as it’s on the same plane as him. The branded creature cannot dash and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails. Further, each time the branded creature deals damage to Alekai or a creature he can see within 5 feet of him, the branded creature takes 15 psychic damage.
The Brand can be dispelled with dispel magic as if it were a 9th level spell, and lasts until Alekai brands another creature, or dismisses the brand as a bonus action

Morana (Sign). Ranged Spell Attack: +15 to hit, reach 180 ft., one target. Hit: 8 (4d4) acid damage plus 2d4 (2d4) poison damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Perun (Sign). Melee Spell Attack: +15 to hit, reach 15 ft., one target. Hit: 20 (4d8) lightning damage. Alekai has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can't take reactions until the end of its next turn.

Quen (Sign). Alekai grants himself +15  temporary hitpoints. When a creature within 15 feet expends the last of these temporary hitpoints, that creature is stunned until the end of Alekai's next turn.

Stribog (Sign). Alekai's movement increases by 15ft and does not provoke attacks of opportunity until the end of his turn.

Svarog (Sign). Alekai's conjures either Iris or Arondight into his hand.

Triglav (Sign). Alekai makes an additional weapon attack.

Veles (Sign). Ranged Spell Attack: +15 to hit, reach 60 ft., one target. Hit: 20 (4d6) piercing damage as a long, vine-like whip covered in thorns that lashes out at a creature in range and pulls them 10ft closer to Alekai.

Yrden (Sign). Alekai charges his weapon with booming energy and transfers that energy to a target when he hits with Iris or Arondight. When he next hits a creature with a weapon attack, that creature takes an additional 12 (3d8) psychic damage on a hit, plus an additional 16 (4d8) thunder if they willingly move before the start of Alekai's next turn.

Zoria (Sign). Ranged Spell Attack: +15 to hit, reach 240 ft., one target. Hit: 20 (4d8) cold, necrotic or psychic damage, and that creature cannot regain hitpoints until the end of Alekai's next turn.

Bonus Actions

Blood Curse of the Anxious. As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of Binding. As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

Blood Curse of Bloated Agony. As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

Blood Curse of Corrosion. As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

Blood Curse of the Exorcist. As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

Blood Curse of the Howl. As a bonus action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by the howl. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. The range of this curse increases to 60 feet.

Blood Curse of the Marked. As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal damage to the target, you roll an additional 1d8 of damage. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. The next attack roll you make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind. As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

Reactions

Blood Curse of Exposure. When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

Blood Curse of the Eyeless. When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll 4d4 and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new 4d4 for each affected attack.

Blood Curse of the Fallen Puppet. When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

Blood Curse of the Souleater. When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to the afterlife in exchange for power. Until the end of your next turn, your weapon attacks have advantage. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. In addition, you regain an expended spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of Mirroring. Whenever Alekai takes damage from a source or creature he can detect, he can use his reaction to expend a spell slot and reduce the incoming damage by 10 times the level of the slot spent. If he reduces the incoming damage to 0 in this way, he can choose another creature within 60 feet to take the full damage instead. Alekai can use a stronger version of this ability by taking 1d8 damage. This damage cannot be reduced or blocked. If Alekai chooses to empower this ability after reducing the incoming damage to 0, he can regain spell slots of a level up to the number rolled on the 1d8.

Lair and Lair Actions

Lilac and Gooseberries
On initiative count 20 (losing initiative ties), Alekai can take a stronghold action to cause one of the following effects. Alekai must be in the same initiative as Cassandra, and can’t use the same effect again until after a short or long rest.

• You cast a spell from your list of prepared spells. This does not use a spell slot.

• You cast flesh to stone on all enemies within 60 feet, but turning flesh to ice instead of stone. This does not use a spell slot.

• You recover all spent spell slots as though you had finished a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2022 11:21:04 PM
12
1
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Coming Soon
12/20/2022 12:39:08 AM
10
1
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Coming Soon

Monster Tags: NPCShapechanger

SamJaz

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