Regeneration. Alaric regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Alaric dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Lycanthropic Mobility. Opportunity attacks made against Alaric have disadvantage. If Alaric is prone at the start of its turn, it can immediately stand without costing movement.
Fey Ancestry. Alaric has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Sunlight Sensitivity. While in sunlight, Alaric has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Special Equipment. Alaric wields a +2 Longsword and a +2 Dagger.
Multiattack. Alaric makes any combination of two Bite, Claw, Dagger, or Magic Longsword attacks.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the werewolf stat block, excluding actions that require equipment the target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or have the prone condition.
Magic Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage plus 10 (3d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned until the end of its next turn.
Magic Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) slashing damage.
Change Shape. Alaric polymorphs into a wolf-humanoid hybrid, a wolf, or his humanoid form. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his humanoid form if he dies.
Cunning Action. Alaric takes the Dash, Disengage, or Hide action.
Parry (Human or Hybrid Form Only). Alaric adds 3 to his AC against one melee attack that would hit him. To do so, Alaric must see the attacker and be wielding a melee weapon.
Fan of Knives (2 actions): Alaric throws out a volley of poison-tipped darts. Each creature within a 15' cone must make a Dexterity saving throw (DC 17). Those who fail take 17 (5d6) piercing damage and must make a Constitution saving throw (DC 15). On a failure, a creature is poisoned until the end of its next turn.
Shadow Traveler (4 actions). While in shadows, dim light, or darkness, Alaric disappears into the darkness and reappears in an unoccupied space it can see within the Lair. A tendril of inky smoke appears at the origin and destination when it uses this Legendary action.
Description
Alaric is a born Lycanthrope with ancestry tracing back to the Shadowfell. He was born in a cloistered environment among others like him but when he was young monster hunters wiped out his pack. He escaped and survived on the run by turning to crime where he thrived and honed his skills. Even in the world of crime, however, others treated him with mistrust, fear, and hatred once they discovered his true nature. Tolerated only for his usefulness, Alaric developed deep resentments against others who could be termed "normal" and delights in unleashing his sadistic side to assuage his anger.
Only a Wish spell can end Alaric's curse.
Lair and Lair Actions
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