Medium Humanoid (Human), Neutral Evil
Armor Class 12
Hit Points 55 (10d8 + 10)
Speed
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws INT +5, WIS +3
Skills Arcana +6
Senses Passive Perception 11
Languages common, elvish, draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Modified Wand of True Polymorph (1d4-1 charges)

each time wand is used the user must pass a DC 17 Arcana check, if they succeed the spell casts normally and the DC to use it is permanently increased by 1. If they fail by 5 or less the spell transmutes the target into a [Gibbering Mouther] a hideous lump of seemingly random limbs, organs, and facial features. The creature will attack the nearest target mindlessly, babbling in dozens of broken voices.

This transformation cannot be undone by any spell lower than 9th level and cannot be canceled by ending concentration, the target can make a saving throw against the casting of it as they would a regular casting of true polymorph. If they fail by more than 5, in addition to the above consequences the wand explodes violently, dealing 1d12 force damage to all creatures within 10ft for each charge remaining in the wand, this destroys the wand

Spellcasting.  [Ahmed Noke] is a 7th-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 14, +6 to hit with spell attacks). [Ahmed Noke] has following spells prepared:
Cantrips (at will): Ray of Frost, MendingPrestidigitationMessage   
1st level (four slots): Expeditious Retreat, JumpThunderwave

Second Level (three slots): Enlarge/ReduceLevitate

Third Level (three slots): HasteSlow      

Fourth Level (one slot): Polymorph 

Actions

Action Name. Enter the description for your action.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d3 + 2) [piercing] damage. 

Ray of Frost Ranged Spell Attack Cantrip. Ranged spell Attack: +6 to hit, range 60 ft., 1 target. Hit: 8 (2d8) [cold] damage. and targets speed is reduced by 10ft until the start of Noke's next turn.

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Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Habitat: Urban

mynameisblaag

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