| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +18 |
| DEX | 18 | +4 | +18 |
| CON | 17 | +3 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +18 |
| WIS | 16 | +3 | +3 |
| CHA | 17 | +3 | +3 |
Phantom Twin. If an ally is within 5 feet of Araserek’s target, he gains advantage on attacks against them.
Multiattack. Araserek makes three Scratch attacks and one Pounce attack. He can replace one Scratch attack with a Bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the DM’s control and has 25 Hit Points. Success: The target is immune to Araserek’s curse for 18 hours.
Scratch. Melee Attack Roll: +9, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage.
Scimitar. Melee Weapon Attack: +9, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.
Pounce. Melee Attack Roll: +9, reach 15 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a creature, it is subjected to the following effect. Strength Saving Throw: DC 17. Failure: The target is knocked Prone. Success: Half damage.
Prowl (Tiger or Hybrid Form Only). Araserek moves up to his speed without provoking Opportunity Attacks. At the end of this movement, he can take the Hide action if conditions allow.
Shape-Shift. Araserek shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Araserek 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. Araserek regains spent legendary actions at the start of his turn.
- Leaping Shred (Costs 1 Action). Araserek uses his Pounce attack. If the attack hits, he can immediately make one Scratch attack against the same target as part of this legendary action.
- Twin's Instinct (Costs 2 Actions). Driven by the memory of his brother, Araserek lets out a precise hunting whistle. One allied weretiger, oni, or rakshasa within 60 feet of him can use its reaction to move up to its speed or make one melee attack.
- Commanding Snarl (Costs 3 Actions). Araserek unleashes a terrifying, dominant roar. Each creature of his choice within 30 feet that can hear him must succeed on a DC 14 Wisdom saving throw or be frightened until the end of his next turn. Lycanthropes within range instead gain 10 hit points.
Description
Araserek and his twin brother were both bitten the same night. They were both weretigers, and they both accepted their curse. They helped each other hunt and fight, and they were pretty much inseparable and unstoppable. People who fought them and survived commented that their fighting style was as if they could read each other’s minds. However, they took it too far when they tried to defeat the Demogorgon. They actually made it to the Gaping Maw, but it was there where Araserek’s brother was tragically murdered by the Demogorgon. Araserek barely made it out of the Abyss, and didn’t even get the chance to wound the Demogorgon. Ever since, he has been trying to get enough power to defeat the Demogorgon once and for all.
Lair and Lair Actions
Araserek first lived in the jungle, where he could be alone. After he had moved on from his grieving for his brother, he started building an empire. He found eight other weretigers to help him in his quest for power. Together, they built Tiger Castle and recruited six oni and four rakshasa to fight and guard them from anyone who’d want to stop them. In Tiger Castle, all of these monsters still remain, and you will have to get through them to get to Araserek. In the recent years, he has been looking for a dragon so that he can bite it and turn it into a horrifying weretiger-dragon! No one except his followers knows if he has succeeded, though if he has, nobody is safe!
On initiative count 20 (losing initiative ties), Araserek can take a lair action to cause one of the following effects, but he cannot use the same effect two rounds in a row:
- Stalker's Canopy (Blinding Smog). Thick, sulfurous green mist erupts from the carved tiger-head vents in the stone walls. A 30-foot-radius sphere of fog forms centered on a point Araserek can see within 120 feet. The area is heavily obscured. The fog lasts until initiative count 20 on the next round. Lycanthropes and dragons inside this fog gain blindsight out to 30 feet and can take the Hide action as a free reaction.
- The Phantom Flank (Psychic Echoes). The restless spirit of Araserek’s dead twin brother manifests as a fleeting, spectral tiger. Wisdom Saving Throw: DC 16, up to three creatures of Araserek’s choice within 90 feet of him. Failure: The target is haunted by phantom snarls until initiative count 20 on the next round; while haunted, attack rolls against that creature have advantage if an ally of Araserek is within 5 feet of it.
- Tiger’s Maw Trap. The stone floor shifts violently, snapping shut like a giant metal jaw. A 10-foot-square section of floor under a creature Araserek can see within 60 feet erupts with heavy iron spikes. Dexterity Saving Throw: DC 15. Failure. 22 (4d10) piercing damage and are restrained (escape DC 15). Success. Half damage and the target is pushed 5 feet out of the zone.
- Calamitous Roar. The very structure of Tiger Castle vibrates as an echo of a tiger growl ripples through the stone. Strength Saving Throw: DC 15, every non-lycanthrope creature on the ground within 60 feet of the dragon. Failure: The target is knocked prone by the seismic shockwave.
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