Magic items. Arathluth carries a wand of magic missile, ring of evasion and 2 greater healing potions.
Regeneration. Arathluth regains 10 hit points at the start of its turn. If Arathluth takes damage from a silvered or adamantine weapon or acid, this trait doesn’t function at the start of Arathluth’s next turn. Arathluth dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Magic Resistance. Arathluth has advantage on saving throws against spells and other magical effects.
Shapechanger. Arathluth can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Multi attack. Arathluth makes a slam attack and two lashing attacks and if both lashing attacks hit then they get to make a third one.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 7) [bludgeoning] damage.
Lashing. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 11 (1d8 + 7) [bludgeoning] damage.
Description
Arathluth haunts the Sword Coast under a variety of aliases, posing as a merchant or a hired killer. It takes many forms, almost all of them male humanoids. Arathluth maintains contacts in criminal organizations from Zassespur to Waterdeep.
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