Medium Humanoid (Human), Neutral
Armor Class 17 (natural armor)
Hit Points 112 (9d8 + 52)
Speed 30 ft., Swim 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
11 (+0)
CHA
20 (+5)
Saving Throws WIS +4, CHA +9
Damage Resistances Cold
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Entropic Ward. Once per short rest, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If it misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. (Recharge at 6)
Waldren The Protector. Waldren is assuming the form of a giant octopus, and has attached himself on Alfred's back, providing protection and additional hands. Waldren has 52hp, which is included in Alfred's hp, and provides Alfred additional 3AC. When Alfred takes more than 52hp, Waldren disappears to his plane. When Alfred can use a reaction, Waldren can use the following attacks.
Multiattack (choose 2 of the following attacks)
  • tentacles : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
  • Dagger : + 8 to hit, reach 5ft. One target. Hit (1d4 + 6) slashing damage and (1d6) poison damage.
Waldren can also use Deflect Missiles with the following rules : the damage Alfred takes from the attack is reduced by 1d10 + his Dexterity modifier + Proficiency modifier. If he reduces the damage to 0, he can catch the missile if it's small enough for his tentacles.
Waldren can assist Alfred during a Saving Throw, granting him advantage to his rolls. This can be used once per long rest.
Actions

Spell casting.  Spell casting bonus +8, save is DC 16.

Ice Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 1d6 cold damage.

 

 

Legendary Actions

Alfred only gains legendary actions if awakened. When he awakes, he gains 80hp and casts synaptic static centered on himself.

Ego Whip (Costs 1 Action). You lash the mind of one creature you can see within 30 feet, filling it with despair. The target must suceed on an INT saving throw or suffer disadvantage on attack rolls, ability checks and saving throws, and cannot cast spells. At the end of its turns the target can make another saving throw.

With Waldren (Costs 1 Action). When an enemy enters Melee range, Alfred can cast Armor of Agathys at 3rd level.

Without Waldren (Costs 1 Action). When an enemy enters Melee range, Alfred can cast Dissonant Whispers.

If the portal is destabilized, Alfred loses his Legendary actions

Lair and Lair Actions

Summon Tentacles. At the very start of combat, 2 5ft wide, 15ft tall blueish-black tentacles appear if the surface is under at least 1 ft of water. At every start of the round, one additional tentacle appears. These tentacles have the following properties:

Slam. +5 to hit, reach 15ft, bludgeoning damage, 1d8 + 5 bludgeoning damage and the target is grappled, hoisted 15ft up in the air. (escape DC 15). Until grapple ends, the target is restrained and the tentacle cannot attack another target. Every turn the creature takes 1d8 + 5 bludgeoning damage.

Eldrich disruption. If an enemy is within 15ft of the tentacle, every time the enemy casts a spell, the target must making a check with the ability it casts spells with. On a fail (DC 16) the spell is negated. After the second failure,  a medium-sized ectoplasmic manifestation appears from you (you take 2d6 psychic damage) and follows you. Any creature that ends it's turns within 5 feet of it takes 2d6 psychic damage. The manifestation looks like a melting version of the target and has 1hp.

Eldrich Explosion. If there are 3 or more tentacles, you may pinpoint a location in between 3 or more to cast Synaptic Static.

 

Johnleeuk21

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