Advantages. Fredrick has advantage on saving throws against the following:
- Charmed
- Frightened
- Maintaining Concentration on spells
- Magic cannot put him to sleep
Devil’s Sight. Fredrick can see through Magical Darkness.
Font of Magic. Fredrick has a pool of 20 sorcery points that he can spend to regain spell slots. Alternatively, he can sacrifice spell slots to gain sorcery points as a bonus action.
Metamagic. Fredrick has the following Metamagic options:
- Quickened Spell. Spend 2 Sorcery Points to cast a spell that takes an action to cast as a bonus action.
- Heightened Spell. When Fredrick casts a spell that causes a creature to make a saving throw, he can spend 3 sorcery points to give that creature disadvantage.
- Seeking Spell. When Fredrick makes a spell attack roll and misses, he can spend two sorcery points to reroll, he must use the new roll.
- Subtle Spell. Spend 1 Sorcery point to cast spell without verbal or somatic components.
Spellcasting. Fredrick is a 20th-level spellcaster. His spellcasting ability is CHA (spell save DC 24, +16 to hit with spell attacks). Fredrick has following sorcerer spells prepared:
Cantrips (at will): Fire Bolt, Frostbite, Mage Hand, Mind Sliver, Minor Illusion, Shocking Grasp
1st level (4 slots): Absorb Elements, Arms of Hadar, Chaos Bolt, Dissonant Whispers, Shield
2nd level (3 slots): Calm Emotions, Detect Thoughts, Hold Person, Phantasmal Force, Tasha's Mind Whip
3rd level (3 slots): Counterspell, Hunger of Hadar, Hypnotic pattern, Lightning Bolt, Sending
4th level (3 slots): Evard's Black Tentacles, Spirit of Death
5th level (3 slots): Immolation, Telekinesis
6th level (2 slots): Mental Prison
7th level (2 slots): Reverse Gravity
8th level (1 slot): Dominate Monster
9th level (1 slot): Gate
Multiattack. Fredrick can attack twice with the Scythe of Chaos.
Scythe of Chaos. Melee Weapon Attack One target, reach 5 ft., +9 to hit, 8 (1d10+3) slashing damage plus 32 (8d8) acid, cold, fire, lightning, necrotic, poison, psychic, and thunder damage. When a creature is hit with this weapon they must roll on the Wild Magic Surge table.
Dagger. Melee Weapon Attack. one target, reach 5 ft., +8 to hit, 4 (1d4+2) piercing damage.
Warping Implosion (Recharge 5-6). Fredrick can teleport to an unoccupied space within 120 feet that he can see. Any creature within 30 feet of where he left must make a Strength saving throw (DC 24) on a failed save, they take 30 (3d10) force damage and are pulled towards the space Fredrick left. On a successful save, they take half damage, and are not pulled.
Revelation of Flesh. Fredrick can spend a sorcery point to gain one of the following benefits:
- Fredricks eyes turn pitch black, allowing him to see invisible creatures within 60 feet.
- Fredrick shines in an otherworldly green glow and gains a flying speed equal to his walking speed.
- Gills grow out of Fredrick's neck allowing him to breathe underwater and gain a swimming speed equal to his walking speed.
- Fredrick's body becomes slimy, pliable, and gelatinous allowing him to move through any space as narrow as 1 inch without squeezing, he can also escape nonmagical restraints by spending five feet of movement.
Fredrick can take 3 legendary actions, choosing from the options below. Only one action can be chosen at a time, and only after another creature’s turn. Fredrick regains any spent legendary actions at the start of their turn.
Chaos cantrip. Fredrick can cast either Fire Bolt or Mind Sliver on a creature within range.
Command (Costs 2 Actions). If there are other Acolytes of Malice, Fredrick can command them to attack the creature closest to them.
CHAOS M'BOY (Costs 3 Actions). Fredrick slams the Scythe of Chaos into the ground, causing everyone within 120 feet to roll on the Wild Magic Surge Table.
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