Medium Humanoid (Human), Chaotic Good
Armor Class 14 Natural Armor
Hit Points 180 (20d12 + 80)
Speed
STR
14 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
20 (+5)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws INT +11, WIS +10
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Stunned
Senses Passive Perception 1
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Tonics. Asmond always has 6 potions fastened securely on his harness. The potions are:

  1. Potion of Cloud Giant Strength
  2. Superior Healing Potion
  3. Potion of Speed
  4. Potion of Growth
  5. Potion of Maximum Power
  6. Potion of Fire Breath

Asmond only have these potions so that he may fight Druuk head on, and will not use these potions against anyone other than Druuk unless facing a serious danger or threat.

Innate Spellcasting. Asmond can cast Drawmij's Instant Summons at will, using any form of currency (ranging from a copper piece to a platinum piece) to replace the 1000 gold sapphire material requirement, Due to a magical ring he has. Alternatively, he can use this feature to summon plate male which is instantly donned among summoning. Once using this feature in this way, he cannot use this feature again for a week.

Spellcasting. Asmond is a 11th-level spellcaster. his spellcasting ability is intelligence  (spell save DC 18, +11 to hit with spell attacks). Asmond has following Wizard spells prepared:
Cantrips (at will): Mage Hand, Lightning Lure, Minor Illusion, Prestidigitation, Blade Ward.
1st level (4 slots): Charm Person, Magic Missile, Shield, Witch Bolt, Color Spray

2nd level (3 slots): Aganazzar's scorcher, Hold Person, Phantasmal Force, Shatter

3rd level (3 slots): Counterspell, Glyph of Warding, Protection from Energy                 

 4th level (3 slots): Ice storm, Storm Sphere, Stoneskin

5th level (2 slots): Geas, Immolation

6th level (1 slot): Tenser's Transformation

Actions

Asmond makes two long sword of protection attacks and one Mace of illusion attacks

Long Sword of Protection. Melee Weapon Attack: +11 to hit, reach 5ft.  target. Hit: 1d10+5 slashing damage + 1d12 force damage. 

Mace of Illusions. Melee Weapon Attack: +11 to hit, reach 5ft. 1 target. Hit: 1d8 + 5 slashing damage, plus target is affected as if hit with a Phantasmal Killer spell (Save DC 16)

 

Bonus Actions

Arcane Shot. Asmond pulls out a contraption similar to that of a gun and shoots a small bolt of arcane energy at a target within 30 feet of Asmond. (+9 to hit) take 5d4 piercing damage + 5d4 lightning damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Asmond 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. Asmond regains spent legendary actions at the start of his turn.

Quick Draw (Costs 1 Action). Asmond uses one arcane shot

Spell Restore (Costs 2 Actions). Asmond can a restore a spell slot level 3 or lower

Blinding Lights (Costs 3 Actions). Asmond puts the backs of his hands on his eyes, and shines light as bright as the sun upon anyone within a 15 foot cone. Creatures must make a DC 17 Con save or be blinded for 1 minute. Creatures can repeat this saving throw on each of its turns.

 

Gangstabeems

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