Special Equipment. Andreas wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry. Andreas has advantage on saving throws against being charmed, and magic can't put him to sleep.
Rod of Rulership. Andreas can use an action to present the rod and command obedience from each creature of his choice that he can see within 120 feet of him. Each target must succeed on a DC 15 Wisdom saving throw or be charmed for 8 hours by Andreas. While charmed in this way, the creature regards Andreas as its trusted leader. If harmed by Andreas or his companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Spellcasting. Andreas is a 15-level spellcaster. His spellcasting ability is WIS (spell save DC 15, +7 to hit with spell attacks). Andreas has following cleric spells prepared:
Cantrips (at will): word of radiance, sacred flame, resistance, toll the dead
1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, mirror image, hold person, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel magic, bestow curse, protection from energy
4th level (3 slots): banishment, dimension door, death ward, freedom of movement, polymorph
5th level (2 slots): dominate person, flame strike, contagion, insect plague
6th level (1 slot): harm
7th level (1 slot): fire storm
8th level (1 slot) sunburst
Multiattack. Andreas makes two attacks with his rapier
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Cloak of Shadows (2/Day). Andreas becomes invisible until the end of his turn. He become visible early immediately after he attacks or casts a spell.
Andreas has 3 legendary actions. He can take these actions after any other individual turn in combat. He regains his action at the beginning of every round.
Turkey Rush (Costs 1 Action). Andreas summons a turkey spirit and hurls it at one target dealing 1d8 + 3 bludgeoning damage. The turkey spirit takes an equal amount of damage. If it doesn't die, it stay on the field until Andreas' next turn.
Backstab (Costs 2 Actions). Andreas teleports behind a target within 30 feet and makes an attack with his rapier. If he hits, the target takes an extra d6 of damage.
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