Keen Hearing and Smell. The arylu has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Spirit Guardian. The arylu can as an bonus action planeshift into or out of the ethereal plane. The arylu can still see and hear it's allies from the ethereal plane.
Frost Walker. Arylus is used to live in icy areas and low temperatures, and create and manipulate ice. This makes the Arylu able to use following effects:
- the Arylu lowers the temperature in up to a 100 ft. cube around it. The change in temperature is only a harmless sensory effect.
- the Arylu freezes an not heated object no larger than 5 cubic feet
- the Arylu makes it snow in a 100 ft. cube around it. If this effect is used in more then 5 minutes, the area of effect becomes difficult terrain
- the Arylu can target a creature to make a DC 16 Intelligence saving throw or get a light brain freeze. This causes the creature to get annoyed or disorientated (DM's decision) and the creature gets disadvantage on their next Intelligence saving throw. This effect ends after it resolves
The Arylu can only cause one effect at a time and ends if the Arylu chooses to end it, leaves the affected area or the effect says otherwise
Companion: the Arylu can be a companion for a ranger beast-master, as long as the Arylu is trained as a pup. the Arylu count as one seize larger in extend of carrying it's companion, as long as that companion is a medium or smaller creature.
Frost Bite. Melee Weapon Attack: +7 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 Constitution saving throw or take Hit: 14 (4d6) cold damage.
Ice Spike. Ranged Weapon Attack: +6 to hit, reach 60 ft., one target. Hit: 16 (3d10) piercing damage. If the target is hit the spike explodes and each creature within 5 ft. of the target must succeed on a DC 16 Dexterity saving throw or take hit: 14 (4d6) cold damage.
Blizzard. A 40 ft. sphere of whirling ice and snow is create centered on the place its used. Each creature inside the area must succeed on a DC 16 or take hit: 17 (5d6) cold damage. The area within the blizzard is difficult terrain and each within the area has disadvantage on attack rolls, this dosen't effect creatures with immunity or resistance to cold damage.
Ice Fangs. Melee Weapon Attack: +7 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 Constitution saving throw, if the target fails it's saving throw it freezes to ice and becomes Petrified. At the begining of the Petrified creatures turn it can make a DC 16 Strength check to break free of the condition. This attack may only be used twice per combat.
Howling Spikes. The Arylu lets out an howl and in a 15 ft. wide and 50 ft. long line spikes made of ice springs forth from the ground. Each creature within the area of effect must make a Dexterity saving throw or take hit: 22 (4d10) piercing damage. The spikes remain until broken. creatures can't move onto the same space as the spikes. The spikes has an AC on 12 and 10 hit points. Then you break a part of the spikes, all other of the spikes within 20 feet is also destroyed. the Arylu can only use this attack once per short or long rest.
Description
Arylus are dog like creature usually found in some of the more cold and Icy places of the underdark, but also sometimes in some cold places on the material plane. The Arylus is descendants of some winter wolfs who was captured by some drows and taken to the underdark to be trained as guard dogs. the winter wolfs was not satisfied by their new home and trainers, so they turned against the drows and ran off after destroying the drows camp. after some time in the underdark the wolfs begin to change and ended out as the Arylus. Arylus mostly looks like dogs if you don’t look at their horns under their ears and the crystals on their back. Arylus mostly lives alone until they need to mate, then they find a mate and join up with other mateting pairs and live in a sort of wolfpack until the pups are old enough to take care of themself and the wolfpack splits up into lone wolf again. The reason for this behavior is to protect the pups from large threats and the reason Arylus mostly lives alone is so it insted of needing to scare or kill the threat, they can insted just run away. Arylus have a natural rivalry with hell hounds. Hell hounds as the weaker of the two races, chooses to attack the pups insted of the adults and the Arylus as the stronger hunts the hell hounds. Arylus don't grow larger by age, but insted by experience and emotions and this growth never stops for as long as they learn more things. This makes many adventures want to try to tame Arylus as companions as they can grow stronger together.
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