Small Humanoid, Chaotic Neutral
Armor Class 18
Hit Points 400 (1d6)
Speed
STR
9 (-1)
DEX
15 (+2)
CON
22 (+6)
INT
30 (+10)
WIS
27 (+8)
CHA
4 (-3)
Skills Animal Handling +16, Arcana +24, History +24, Investigation +24
Damage Resistances Damage Dealt By Traps
Senses Truesight 120ft, Passive Perception 18
Languages All He’s had a lot of time to learn ‘em
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits
  • Pasta lover -  by sheer force of will, any of the spells The Math Wiz has prepared that feature controlling or shaping water now instead affect pasta. 
  • Legendary resistances (3/day): If the Math wiz fails a saving throw , he can choose to succeed.

       Meta magic- The Math Wiz has access to all meta magic options   

      Magic is whack, yo!-  whenever the Math wiz casts crown of madness, for no apparent reason a super buff, younger version of him is born from his left thigh and becomes the Math Wiz’s servant. He has 22 hp and is really dumb

Spellcasting. The Math Wiz is a 20th level spellcaster. Its spellcasting ability is intelligence  (spell save DC 26 ,+18 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): Acid Splash, firebolt, mage hand
1st level: Mage armor, magic missile, ray of sickness, burning hands, chromatic orb, shield, thunder wave, grease, color spray
2nd level: Melf’s acid arrow, cloud of daggers, crown of madness, darkness, see invisibility, scorching ray, shatter , mirror image
3rd level.  Water breathing ( pasta), counter spell, lightning bolt, stinking cloud, fireball, fly,hypnotic pattern 
4th level.   Blight, Otiluke’s Resilient Sphere, Evard’s black tentacles, phantasmal killer, wall of fire, control water
5th level. ,   Telekinesis, cone of cold,  Bigby’s hand , conjure elemental, hold monster
6th level: Chain lightning ,flesh to stone, disintegrate, Otiluke’s freezing sphere
7th level: Mordenkainen’s sword, delayed blast fireball, reverse gravity
8th level.power word stun, , feeble mind 
9th level

Actions

Mathematical genius- The math wiz is can choose to use his action to analyze the battlefield and change one thing using BIMDAS, for example, subtracting the amount of damage done or adding a spell affect on someone to someone else. He can only use things from the battlefield. If the effect is something such as changing a character’s AC, the PC must roll a DC 20 saving throw relating to the thing that is being changed, for example DEX for AC or CON for HP. If he wants to change where you are standing, Roll a DEX save.

Planck’s Constant: Ranged Spell Attack: +10 to hit, range 60 ft., 1 target. Hit: 6 psychic damage per turn. The victim must succeed on a DC 20 Wisdom check or begin to take 6 damage every turn going forward. 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The math wiz can take 4 legendary actions, choosing from the options below

 

 

Description

Enter a general description for your monster here.

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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