| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +9 |
| WIS | 12 | +1 | +8 |
| CHA | 21 | +5 | +5 |
Undead Resilience: Alaric is immune to poison damage and the poisoned condition. He has advantage on saving throws against being charmed, frightened, or paralyzed. Alaric does not require air, food, drink, or sleep.
Shadowstride: (Tied to Specter’s Edge and Spectral Dominion abilities) Alaric can move through other creatures and objects as if they were difficult terrain. He takes 1d10 force damage if he ends his turn inside an object.
Multiattack: Alaric makes two melee attacks with any of his weapons and one spell attack with any of his spells.
Alaric's Dreadful Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 7 (1d4+5) piercing damage, plus 4 (1d6) necrotic damage.
Specter’s Edge (Longsword). Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 12 (1d8+7) slashing damage, or 13 (1d10+7) if used with two hands.
Frightening Strike (Recharge 5–6): The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success
Soul Cleaver (Battleaxe). Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 11 (1d10+6) slashing damage, or 12 (1d12+6) if used with two hands.
Blackthorn’s Fury (1/Day): The wielder can make a cleaving strike, dealing an additional 16 (3d10) necrotic damage. The creature must make a DC 13 Constitution saving throw or take 2 levels of exhaustion
Spellcasting. Alaric is an 5th-level spellcaster. It's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Alaric has the following warlock spells prepared:
Cantrips (at will): booming blade, chill touch, minor illusion
1st level (4 slots): Charm Person
2nd level (3 slots): Mirror Image, Misty Step
3rd level (3 slots): Fear, Shatter
4th level (3 slots): Greater Invisibility
5th level (3 slots): Spirit Shroud
Fearful Command (Recharge 5–6): Alaric emits a terrifying presence. Each creature of his choice within 10 feet must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. Frightened creatures can repeat the save at the end of their turns.
Shadow Step (Costs 1 Action): Alaric teleports up to 30 feet to a space he can see.
Lash of Necrotic Energy (Costs 2 Actions): Alaric targets a creature within 30 feet. The target must make a DC 18 Constitution saving throw, taking 18 (4d8) necrotic damage on a failure or half as much on a success.
Revenant’s Resolve (Costs 3 Actions): Alaric re-rolls a failed saving throw. Afterward, he takes 2d10 psychic damage as memories of his betrayal flood his mind.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Alaric can use one of the following lair actions. He can’t use the same lair action two rounds in a row:
1. Spectral Grasp
- Ghostly hands erupt from the floor or walls in a 20-foot radius centered on a point Alaric can see within 120 feet.
- Effect: Each creature in the area must succeed on a DC 16 Strength saving throw or be restrained until the end of Alaric’s next turn.
- Creatures restrained by this effect take 10 (3d6) necrotic damage at the start of their turn.
2. Shadow Barrage
- The room fills with swirling shadows, making it difficult to focus.
- Effect: All light within 60 feet of Alaric is reduced to dim light, and creatures other than Alaric in the area have disadvantage on attack rolls and Wisdom (Perception) checks.
- This effect lasts until the end of Alaric's next turn.
3. Curse of the Blackthorn
- Alaric channels his curse into a wave of necrotic energy.
- Effect: Each creature of Alaric’s choice within 30 feet must make a DC 16 Constitution saving throw. On a failed save, a creature takes 14 (4d6) necrotic damage and gains one level of exhaustion. On a successful save, the creature takes half damage and no exhaustion.
4. Ethereal Rift
- Alaric momentarily connects his lair to the Ethereal Plane.
- Effect: A rift appears within 10 feet of Alaric, summoning 1d3 specters or wraiths under his control. These creatures remain until destroyed or until Alaric dismisses them (no action required).
Thematic Justifications:
- Spectral Grasp reflects the haunting nature of Alaric's lair, likely filled with restless souls bound to his curse.
- Shadow Barrage adds a tactical layer of disorientation, making the battlefield favor him.
- Curse of the Blackthorn leans into the idea that Alaric is actively channeling the malice of his curse into his enemies.
- Ethereal Rift emphasizes his control over the spirit world, summoning spectral allies to turn the tide.
Other Lair Details:
- The lair itself could have features like shifting walls, ghostly whispers (making Wisdom saving throws more common), or magical hazards (e.g., cursed runes that explode when triggered).
- If Alaric has a phylactery or curse anchor, it could also play into the fight, perhaps acting as a focal point for the party to deal with while fighting him.
Previous Versions
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2/7/2025 9:47:32 PM
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