Medium Humanoid, Chaotic Neutral
Armor Class 17 (Unknown)
Hit Points 111 (13d10 + 40)
Speed 40 ft.
STR
15 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +6, INT +7, CHA +7
Skills Arcana +5, History +5, Insight +5, Performance +6, Persuasion +5
Condition Immunities Exhaustion
Senses Blindsight 300 ft, Darkvision 120 ft, Passive Perception 15
Languages Can speak all languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Split Personality. Alarix can use his bonus action to split his personality (and body) into 4 smaller versions of himself. These copies can each only make 2 attacks (melee or ranged) on their turn and the attacks do not deal +4 damage. They also can not use his other actions and reactions.

Teleport. Alarix can teleport 60 feet in addition to his movement.

Actions

Multiattack. Alarix can make 2 ranged and one melee attack on his turn and use his staff.

Slap. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 

Finger Gun. RangedWeapon Attack: +7 to hit, range 5/120 ft., one target. Hit: 11 (2d6 + 4) force damage.

Staff. Alarix uses his staff. (Look up Alarix's Staff in homebrew magic items)

Mania (recharge 5-6). Alarix spins his head around rapidly, unleashing a psychic wave in a 50 ft raidus. All of those in the radius must make a DC 15 charisma saving throw, taking (5d10) psychic damage on a failed save and half as much on a successful save.

Additionally, when a target fails a save, they must roll a d4. On a 1 (happy) the target is charmed for the round. On a 2 (angry) they take an additional 2d10 damage. On a 3 (surprised) they are frightened for the round. On a 4 (sad) they have level 3 exhaustion for the round.

Reactions

Reactionary Teleport. Alarix adds 4 to his AC attempting to dodge an attack and teleports up to 20 feet if he succeeds. He can also use this reaction to get +4 to a dexterity saving throw.

Description

Alarix is a sort of minor deity that lives to cause chaos across the material plane. He gains power from the confusion and insanity of living beings.

He has the appearance of an 8-foot tall, lanky man in a black suit. His head looks like four drama masks were fused together at the edges. His faces can not move. He wears a bright red glove on his right hand and a bright blue one on his left

Lair and Lair Actions

Regional Effects 

The region Alarix resides in begins to overlap slightly with limbo, the plane of chaos. This causes all sorts of bizarre effects, which are up to the DM to decide.

 

Monster Tags: NPCabberationhumanoid

Megapixel

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