Medium unknown, Any Alignment
Armor Class 15
Hit Points 99 (18d8 + 18)
Speed 40 ft.
STR
10 (+0)
DEX
20 (+5)
CON
12 (+1)
INT
20 (+5)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws INT +11, WIS +13
Skills Arcana +17, History +11, Perception +19
Senses Truesight 120 ft., Passive Perception 17
Languages Telepathy 120 ft. Any six languages
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The creepy old man has advantage on saving throws against spells and other magical effects.

Spellcasting. The creepy old man is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The creepy old man can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): identify, [Tooltip Not Found], magic missile

2nd level (3 slots): detect thoughts, ray of enfeeblement, suggestion

3rd level (3 slots): animate dead, fly, lightning bolt

4th level (3 slots): banishment, fire shield, blight

5th level (3 slots): cone of cold, scrying

6th level (1 slot): create undead

7th level (1 slot): [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found]

8th level (1 slot): antimagic field

9th level (1 slot): power word kill

Actions

Multiattack: The old man uses each action once in any order if it can.

Rotting Gaze. The man targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw against this magic or take 21 (6d6) necrotic damage and be paralysed for one minute. The target can repeat the save at the start of each of its turns ending the effect on a success. If the target is reduced to zero hit points by the attack it is sucked into the old man's face where his mouth should be and it's very soul is consumed. The old man then regains hit points equal to the creature's maximum hit points.

Dark Delirium (Recharge 5-6). A creature of the creepy old man's choice that it can see within 60 feet of it must make a DC 19 Wisdom saving throw. On a failed save, the creature is charmed or frightened (creepy old man's 's choice) for 1 minute or until the creepy old man's 's concentration is broken (as if concentrating on a spell). This effect end early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm. The creature can see and hear only itself, the archfey, and the illusion.

Frightful Presence. Each creature of the old man's choice that is within 120 feet of the old man and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the old man's Frightful Presence for the next 24 hours.

Withering Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (4d6) necrotic damage and the target must make a DC 19 wisdom save or be frightened for one minute. While frightened in this way a creature must use all of its movement speed to move away from the old man. If it cannot move any further away it must use the dodge or disengage action on its turn. The creature can repeat the saving throw at the star of each of its turns, ending the effect on a success.

Monster Tags: NPC

Habitat: Urban

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