Multiattack. Count Lagrimir makes two attacks, both with either his natural weapon or with a dislodged rock
Natural Melee Weapon Attack Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (3d6 + 1) [Slashing] damage.
Dislodged Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., 1/2 target(s). Hit: 13 (3d6 + 1) [Bludgeoning] damage.
Change Lycanthropic Form. Count Lagrimir takes a swig from one of his many goblets of lycanthrope blood, all of which are seated on his dining table neatly. He must be within 5 ft of the courtroom's dining table in order to use this action. Roll a d4 to decide what form he takes.
1) Werewolf
2) Weretiger
3) Wererat
4) Wereboar
Additionally, Count Lagrimir regains 10 hit points upon a successful draught. If he drains a goblet with the lycanthropy he is currently commanding, he instead gains 15 hit points
Opportunity attack: Count Lagrimir can make an attack on any hostile creature that moves out of his melee range
Count Mordecus Lagrimir has many Legendary Actions which vary based on which Lycanthropic Form he is controlling
Bloodsuck (Recharge 6). Count Mordecus Lagrimir latches onto the nearest combatant - friend or foe - and attempts to regain health by sucking their blood. Have the target make a DC 15 CON save. On a failed save, the target loses a fourth of their current health, which Count Lagrimir then gains as hit points. Additionally, if the target is a lycanthrope, they instead lose a third of their current health, which Count Lagrimir gains as hit points. If the target is not a lycanthrope when they are bitten, they must make a DC 12 CON save to avoid contracting lycanthropy.
Ratcrobatics (Wererat form only). Count Mordecus Lagrimir deftly ascends 20 feet into the air by scaling the pillars present in the royal hall. On subsequent turns, he can make a DC 12 Acrobatics check as a part of his movement to leap between parallel pillars. On a failed saving throw, he descends 20 feet from the pillar he attempted to leap to, takes 2d6 damage, and ends his turn. If he is hit by a ranged attack while clinging to the pillars, he must make a DC 10 Dexterity saving throw or fall 20 feet from the pillar, taking 2d6 damage and ending his turn.
Call the Horde (Recharge 8) (Werewolf form only). Count Lagrimir leans back his hideous head and howls. On the next turn, 1d4 Werewolf Zealots are summoned into the chamber from the hallways in the corners.
Eye of the Tiger (Recharge 6) (Weretiger form only). Count Lagrimir braces himself and lets loose a roar. All players within 100 feet of him must make a DC 15 Wisdom saving throw or be Frightened of him. Players can retry this saving throw on following turns.
Gore (Wereboar form only). Count Lagrimir instantly moves 20 feet in any one direction. Any creatures caught within his line of travel must make a DC 13 Dexterity check or be knocked prone and take 2d6 damage. On a saved throw, creatures take only half the damage and are not knocked prone.
Description
Count Mordecus Lagrimir, King of the Lycanthropes!
Previous Versions
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3/15/2024 2:38:01 AM
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3/15/2024 3:54:06 AM
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3/15/2024 11:37:40 PM
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