Medium Humanoid, Any Evil Alignment
Armor Class 14 natural
Hit Points 100 (20d6 + 2)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
16 (+3)
WIS
20 (+5)
CHA
9 (-1)
Saving Throws WIS +8
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft, Passive Perception 18
Languages Common languages known (common +)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Master of the dead. Any undead within 60ft of the cantor must make a DC 16 wisdom saving throw or they are under command of the cantor.

Minion driver: All allied undead have an extra 10 ft of movement.

Actions

Summon: The cantor summons a d4 zombies, these zombies then act as if they were surprised and will act next turn. 2turn recharge

Spellcasting: The cantor cast a spell from its list. list(invisibility, magic missile, inflict wounds, ray of sickness, blindness/deafness, counterspell) Has 3 level three charges, 5 level two charges, and 8 level 1 charges.

Minions attack: The cantor selects a enemy within sight that enemy is now marked until the end of the canter's next turn. All attacks made against the marked enemy have advantage.

Staff whack: The cantor whacks an enemy with his staff. (melee weapons attack,)range 5ft, +4 to hit deals 1d8+2bludgeoning. 

Reactions

Minions protect: Any allied undead within 5ft of the cantor can take the attack of any melee attacks. The attack is redirected before the roll.

Description

The cantor is a withered skeleton of a humanoid. They carry a glowing lantern and a staff. Dull light shines from the eye sockets. They cantor wears robes of faded material usually golden originally. 

donaldvieth

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