Terror Aura. Every round the Alb scares everything around him. After its turn every creature that can see the Alb has to make a 12 WIS save. On a failed save the creature gets terrified taking 1d6 psychic damage and will hit with a disadvantage on the next turn if it attacks the Alb.
Dream Step. The Alb can use its Bonus Action to teleport behind any creature that is terrified.
Claw Slash. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 6-16 (2d6 + 4) [slashing] damage.
Defensive Shift. If an Alb is hit over a 1/6 of its HP in one hit he will teleport away from the attacker to any location he can see and within 50 ft of him.
Description
The Alb is the personification of brutal fantasies that were kept secret until death. It then creates out of those imaginations and takes physical form. Which means that theoretically could take on any form. But the most known and often form has pale white skin and long sharp claws on their fingers.
After the awakening the Alb is hungry and it haunts the dreams of innocent creatures to weaken them and after a while it rips the hart out of its victim and consumes it with all the feeling that the dead one had.
When an Alb is created it sees it birth room as its lair and hides there until pray is near. If an Alb is created outside in the wild it will roam the lands an seek its pray.
But it is also possible to create an artificial Alb. By cutting of a part of your own emotions you can use those to create a Alb. And it even sees its creator as a master and will respond to commands. Dark Mages often use this method to get rid of their sympathy.
Lair and Lair Actions
A wild Alb will roam around without a place to stay or any objective. But if a Alb is created it will see its room of creation as its lair and try to defend it.
Lair Actions
On round 3 or if he is lower than 50% HP, the Alb takes a lair action to cause one of the following effects. The Alb can’t use the same effect two rounds in a row:
- Teleport to a new position within the lair.
- A unwanted intruder must make a INT 12 save. On a failed save the intruder takes 1d8 psychic damage, if the save was successful the damage is halved.
Previous Versions
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4/19/2023 9:49:50 AM
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4
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1
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1
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Coming Soon
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