Fey Ancestry. Ace has advantage against being magically charmed and can't be put to sleep magically.
Orb of Dragonkind.
The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).
You can also use an action to cast the detect magic spell from the orb without using any charges.
Call Dragons
While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.
Ioun Stones. A creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
The Stones grant the following effects
Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Spellcasting. Ace is a 14-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Ace has following Cleric spells prepared:
Cantrips (at will): Light, Mending, Sacred Flame, Spare the Dying, Thaumaturgy
1st level (4 slots): Bane (C), Command, Divine Favor (C), Guiding Bolt, Inflict Wounds, Sanctuary, Shield of Faith
2nd level (3 slots) Calm emotions (C), Hold Person (C), Magic Weapon (C), Silence (C)(R), Spiritual Weapon
3rd level (3 slots) Animate Dead, Crusader's Mantle (C), Dispel Magic, Revivify, Spirit Guardians
4th level (3 slots) Divination (R), Freedom of movement, Guardian of Faith, Stoneskin (C)
5th level (2 slots) Flame Strike, Hold Monster (C), Mass Cure Wounds, Raise Dead
6th level (1 slot) Blade Barrier (C), Word of Recall
7th level (1 slot) Divine Word, Resurrection
Request Diety: As an action, request your deity's aid and roll percentile dice. If the number rolled is equal to or less than your cleric level, your deity intervenes. If successful, you can't use this feature again for 7 days, otherwise, you can use it again after a long rest. At 20th level, your request succeeds automatically.
Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Description
A half-elf (drow) man with long white hair that flows down to his lower back.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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