Tonics. Asmond always has 6 potions fastened securely on his harness. The potions are:
- Potion of Cloud Giant Strength
- Superior Healing Potion
- Potion of Speed
- Potion of Growth
- Potion of Maximum Power
- 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
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)
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.
Reaction Name. Enter the description for your action.
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.
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