Sneak attack. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Evasion. When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Magical Ambush. If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Spellcasting. Aanasi is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17 +8 to hit with spell attacks). Aanasi has the following spells prepared:
Cantrips (at will): [Blade Ward], [Dancing Lights], [Gust], [Minor Illusion]
1st level (6 slots): [Absorb Elements], [Expeditious Retreat], [Hideous Laughter],
2nd level (5 slots): [Blindness/Deafness], [Blur], [Crown of Madness], [Levitate], [Mirror Image], [Flaming Sphere]
3rd level (4 slots): [Counterspell], [Dispell Magic], [Haste], [Melf's Minute Meteors]
4th level (3 slots): [Confusion], [Dimension Door]
8th level (1 slot): [Feeblemind]
Action Melee Attack. Melee Weapon Attack (Dagger): +9 to hit, reach 20(60) ft., 1 target. Hit: 1 (1d4 +5) [piercing + poison] damage.
Action Melee Attack. Melee Weapon Attack (Rapier): +8 to hit, reach 5 ft., 1 target. Hit: 1 (1d8 +5) [piercing + poison] damage.
Bonus Actions:
- Two weapon fighting. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
- Spell: Expeditious Retreat
- Cunning Action
Opportunity Attack
Spell: Absorb Elements
Defensive Duelist: When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add 4 to your AC for that attack.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Aanasi can take up to 2 legendary actions per turn, at the end of the turn of another creature. He regains spent "legendary action points" at the start of his own turn.
Legendary Resistance (3/day). If Aanasi fails a saving throw, he can choose to succeed instead.
Become floppy: A weapon is turned into a woolen version of itself until the end of the next turn that Aanasi takes.
This gives: disadvantage on attack rolls and halves damage for the weapon.
It can only be cast after Aanasi receives a critical hit.
Spell slinger. Aanasi casts 1 spell from his list.
Spell regenerator. Aanasi regains 1 spell sloth. (1d3 to determine which level)
Shadow copies: When Aanasi reaches 50% or less of his HP he can create a shadow copy of all the players. He vanishes untill all copies have been dealt with.
A copy is a total match of a player, but starts with only 50% of his/her maximum hp and holds no buffs or debuffs.
Description
A joyous looking fellow, dressed in rich looking clothing and gold embroiderd leather armor. He is constantly juggling cards while looking down his nose at whoever is in front of him with a smug little smile on his face.
Lair and Lair Actions
Aanasi has a magnificent entrance hall/throne room in which he welcomes and teases his new toys or "players". There are multiple statues dotted around the room and the walls are full of looted shields and weapons.
Lair Actions
On initiative count 20 (losing initiative ties), Aanasi takes a lair action to cause one of the following effects; Aanasi can’t use the same effect two rounds in a row:
- Sticky feet: movement speed is halved for all enemies.
- Darkness: Magical darkness spreads from a point the trickster chooses within 60 feet of it, filling a 15-foot-radius sphere until the trickster dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Magnificent surroundings: everything suddenly shines a lot more. Creatures are blinded unless they succeed on a cons-saving throw (DC 15). This effect ignores Aanasi himself.
- Save the master: 2 shields and 2 weapons are animated and fly down from the walls to engage whoever is attacking Aanasi.