Legendary Resistance (3/Day). If Freddrik fails a saving throw, he can choose to succeed instead.
Magic Resistance. Freddrik has advantage on saving throws against spells and other magical effects.
Regeneration. Freddrik regains 10 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Freddrik only dies if he starts his turn with 0 hit points and doesn't regenerate.
Ventriloquism. Whenever Freddrik speaks, he can choose a point within 60 feet; his voice emanates from that point.
Spellcasting. Freddrik is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Freddrik has following cleric spells prepared:
Cantrips (at will): toll the dead, spare the dying, thaumaturgy, sacred flame
1st level (4 slots): bane, cure wounds, inflict wounds, guiding bolt, sanctuary
2nd level (3 slots): blindness/deafness, hold person, lesser restoration
3rd level (3 slots): bestow curse, feign death, dispel magic, [Tooltip Not Found], revivify
4th level (3 slots): death ward, banishment, freedom of movement
5th level (3 slots): dawn, flame strike, geas, greater restoration
6th level (2 slots): harm, heal
7th level (2 slots): divine word, fire storm
8th level (1 slots): antimagic field, maddening darkness
9th level (1 slots): true resurrection
Multiattack. Freddrik makes one longsword attack and uses his Raise Reason once.
Ceremonial Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 5) slashing damage, or 9 (1d10 + 5) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half of the necrotic damage.
Raze Reason. Freddrik targets one creature he can see within 10 feet of him. The target must succeed on a DC 19 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Freddrik by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Freddrik magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Twisting Words. Freddrik targets one creature he can see within 60 feet of him. The target must succeed on a DC 19 Charisma saving throw or become charmed by Freddrik for 1 minute. The charmed target can repeat the saving throw if Freddrik deals any damage to it. A creature that succeeds on the saving throw is immune to Freddrik’s Twisting Words for 24 hours.
Freddrik can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Freddrik regains spent legendary actions at the start of his turn.
Assault (Costs 2 Actions). Freddrik attacks with his ceremonial longsword or uses his Raze Reason.
Cast a Spell (Costs 2 Actions). Freddrik casts a spell from his spell list as normal.
Corrupting Guidance. Freddrik uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet; that charmed creature must make a DC 19 Charisma saving throw. On a failure, Freddrik decides how the target acts during their next turn.
Teleport. Freddrik uses his teleport action.
Description
The Archbishop Freddrik Sol is the leader of the Church of Brightstone, which worships the Sun and Defense god Sirus. Traditionally, the Archbishop is chief advisor to the Queen of Brighstone, and assists in managing the Paladins of the Sun and the Wizards and Diviners of the Sun. However, with the corruption of Sirus, the Archbishop was also corrupted, possessed by a general of Ticed, Zaine Ego'tabas. Not in control of himself, Freddrik had to sit back and watch as this demon took over Brightstone slowly throughout the years. Charming the Queen to his control and encouraging her decline in health, he gained power over the entirety of Brightstone, enlisting Cadogan, Captain of the Guard of the Paladins of the Sun, Metis, Archmage of the Wizards and Diviners of the Sun, and Father Martin, his assistant in running the Church of Sirus and the Priests of Sirus.
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