Temporal Dislocation. When a creature hits Alaric with an attack, Alaric can use his reaction to force the creature to reroll the attack and use the lower result.
Necrotic Bullets. Alaric’s revolver attacks are magical and deal an additional 2d6 necrotic damage (included in the attack).
Undead Fortitude. If damage reduces Alaric to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Alaric drops to 1 hit point instead.
Legendary Resistance (3/Day). If Alaric fails a saving throw, he can choose to succeed instead.
Rejuvenation. If he is destroyed, Alaric turns to dust and his essence teleports back to his coffin within the pyramid. He regains all hit points in 1d10 days unless his coffin is destroyed.
Multiattack. Alaric makes two attacks with his Cursed Revolver.
Cursed Revolver. Ranged Weapon Attack: +9 to hit, range 40/120 ft., one target. Hit: 9 (1d10 + 3) piercing damage pulse 7 (2d6) Necrotic Damage
Aging Shot (Recharge 5-6). Ranged Weapon Attack: +9 to hit, range 40/120 ft., one target. Hit: 9 (1d10 + 3) piercing damage pulse 7 (2d6) Necrotic Damage and if the target is a creature, it must succeed on a DC 17 Wisdom saving throw or age a number of years equal to the necrotic damage taken (this aging effect is reversible only by magic such as the [Tooltip Not Found]
Temporal Stasis (1/Day). Alaric targets one creature he can see within 30 feet. The target must make a DC 17 Wisdom saving throw. On a failed save, the target is stunned until the end of Alaric's next turn as it experiences rapid and disorienting shifts in time.
Dimension Door (Recharge 5-6). Alaric teleports up to 120 feet to an unoccupied space he can see.
Legendary Actions
Alaric can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alaric regains spent legendary actions at the start of his turn.
- Attack. Alaric makes one revolver attack.
- Move. Alaric moves up to his speed without provoking opportunity attacks.
- Aging Shot (Costs 2 Actions). Alaric uses Aging Shot.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Alaric can take a lair action to cause one of the following effects:
- Alaric rolls back time in a 20-foot radius centered on a point he can see within 60 feet. Each creature in the area must make a DC 17 Wisdom saving throw. On a failed save, the creature reverts to its hit point total from the start of its last turn, and any effects that were removed since that turn are reinstated.
- Alaric fast-forwards time around up to three creatures he can see within 60 feet. Each target must succeed on a DC 17 Dexterity saving throw or lose its reaction until the start of Alaric's next turn.
Alaric can't use the same effect two rounds in a row, and he can't use lair actions if he's incapacitated
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