Devour. The Castle of Doom can take an action to cast a modified version of power word kill with no hit point limits on all creatures inside it. After they die, it consumes their bodies and gains temporary hit points equal to all their hit point maximums combined. The Castle of Doom cannot use this trait again until 30 days have past.
Spellcasting. The Castle of Doom is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, + 7 to hit with spell attacks). The Castle of Doom has following Wizard spells prepared:
Cantrips (at will): Dancing Lights, Mage Hand
1st level (5 slots): Grease, Identify, Fog cloud (Range for all these spells is Self) 2nd level (3 slots): Alter Self, Suggestion, Detect thoughts (Range for all these spells is Self)
Create Guards. The Castle of Doom creates 1d10+2 CR 1 monsters of its choice inside itself. The monsters are hostile towards any creatures inside the castle (with the exception of each other)
Brick Hurl. RangedWeapon Attack: +5 to hit, range 50 ft., 1 target. Hit: 5 (1d6 + 1) Bludgeoning damage.
The Castle of Doom can take 3 legendary actions. It can take these actions at the end of another creature's turn. It regains all spent legendary actions at the start of its turn.
Cantrip (Costs 1 Action). The Castle of Doom casts a cantrip.
Guard (Costs 2 Action). The Castle of Doom creates one CR 2 monster of its choice inside itself. The monster is hostile towards any creatures inside the castle.
Description
The Castle of Doom is a large castle that used to belong to a famous lich whose name has now been forgotten. It despises all trespassers, but enjoys toying with them, creating monsters for them to fight, disorienting them, and eventually devouring them to satisfy its ever-growing appetite. Rumor has it that many powerful magic items, and other treasure lie within it, but no adventurers have been inside and live to tell the tale.
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