Spellcasting. This corrupt elf noble is a 13th-level wizard focused on evocation. Their spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). A corrupted noble elf has the following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* eldritch blast,* ray of frost*
1st level (4 slots): burning hands,* shield, magic missile,* frost fingers*
2nd level (3 slots): mirror image, misty step, shatter*
3rd level (3 slots): counterspell, fireball,* lightning bolt*
4th level (3 slots): ice storm,* sickening radiance*
5th level (2 slots): Bigby’s hand,* cone of cold*
6th level (1 slot): chain lightning,* wall of ice*
7th level (1 slot): crown of stars*
*Evocation spell
Sculpt Spells. When the corrupted elf noble casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.
War Caster. The corrupt elf noble has advantage on all Constitution saving throws made to maintain concentration when damaged in combat. When taking an opportunity attack as a reaction, the corrupt elf noble may instead use a single target cantrip on that opponent.
Ancestral Blade, +2. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage, or 11 (1d10+6) slashing damage if used with two hands.
Eldritch Blast. Ranged Spell Attack: +11 to hit, range 120 ft., three beams. Hit: 10 (1d10+5) force damage.
Pact Caster. The corrupt elf noble uses their Ancestral Blade, +2 as a spellcasting focus for any spell they cast, providing a +2 bonus to hit and save DCs for any spell cast through the sword.
Agonizing Pact. The corrupt elf noble adds its Int modifier to the damage of its Eldritch Blast cantrip.
Arcane Pact Smite. When taking the attack action, the corrupt elven noble may expend one of its hit dice and a spell slot of any level that it can cast. Each level of the spell slot expended adds 1d4 damage to the attack. When using this ability, the corrupt elf noble chooses necrosis or incendius which activates one of the following effects:
Necrosis: The eyes of the corrupt elf noble blacken until they are nothing but a window to the void within. As the attack is rolled, the void within spills out of their eyes as the power of death itself is invoked and the void envelops the target. Necrosis increases the speaker of the invocation's hit point maximum by twice the level of spell slot used in the attack. This hit point maximum increase stacks up to a maximum of twice the maximum hit dice possessed by the corrupt elf noble. Any increase to the hit point maximum granted by necrosis expires 1 hour after the ability was last used.
Necrosis Dictum: If the target of necrosis is reduced to zero hit points by its bonus necrotic damage, they risk being consumed by the void within. That target must make a DC 19 Cha save or their soul is banished to an Obsidian facet for 1 minute. After 1 minute so entrapped, the target must make another DC 19 Cha save or remain entrapped for 1 hour. At the end of that hour, a final DC 19 Cha save is allowed to return to the last space they last occupied, stable but unconscious at zero hit points.
Incendius: With a snarl, the corrupt elf noble's silver tongue becomes a jet of flame. Your ears cannot differentiate the harsh consonants of Infernal from the spit and crackle of the fire within their throat as they invoke the fires of hell itself. Until the end of its next turn, the corrupt elf noble is surrounded by a Fire Shield (warm) cast at 4th level unless the spell slot was higher than 4th.
Incendius Obliteratius: A target reduced to zero hit points by the bonus fire damage of incendius is incinerated. Incineration reduces the target to an ash outline of its former shape upon the nearest flat surface as if disintegrated.
An unconscious target hit by incendius is incinerated as if reduced to zero hit points by the attack, failing any remaining death saves immediately.
An incapacitated target hit by incendius takes 1d12 points of fire damage per spell level instead of 1d4 and is incinerated in the same manner as other targets reduced to zero hit points by this effect.
Dark One's Luck. As a bonus action (up to a number of times per combat equal to its proficiency modifier), the corrupt elf noble may force disadvantage on a single target of any of its evocation spells. A target that fails its saving throw against that spell is subjected to an additional 1d6 fire damage per spell level. A target reduced to zero hit points either from the original spell or additional damage on a failure is subjected to the incendius effect listed under 'actions' in this stat block.
When this corrupt elf noble would otherwise be hit by a melee or ranged attack, they can expend a spell slot to cast Shield, raising their AC by +5 until the start of their next turn.
Description
This haughty noble elf maintains a thin veneer of civility and cooperation behind their sneers and snide remarks. Over the course of their long life, they have made a pact or deal with some sort of infernal power that is using them to forward its own ends. The corrupt elf noble believes they are a trusted lieutenant of their patron instead of an unwitting pawn.
Lair and Lair Actions
The Obsidian Tower. While within sight of an Obsidian Tower, the corrupt elf noble has advantage on Dexterity and Charisma saving throws made vs. spells.
The Obsidian Facets. By spending its action on its turn, the corrupt elf noble can attempt to entomb the soul of a character in contact with any surface of the Obsidian Tower. The target of this ability must make a DC 21 Cha save or be trapped for 1 minute in an Obsidian facet as if banished. After 1 minute, then again at 1 hour, entrapped creatures may attempt another DC 19 Cha save to break out of the facet they are trapped within. After 1 hour, entrapped creatures must be freed externally before 1 year and 1 day pass. After this time, a creature's soul is consumed by the facet and is lost forever.
Imprisonment. While a creature is trapped within an Obsidian Facet, it cannot be raised until they free themselves with a successful Cha save. A creature trapped within an Obsidian Facet for more than 1 hour cannot free itself and must be freed by external means. Creatures within an Obsidian facet are not obscured from divination or other magical means of detection or communication. Creatures within an Obsidian facet for more than 1 hour are vulnerable to psychic and fire damage and have disadvantage on saving throws vs. enchantment and abjuration spells. After 1 year and 1 day within an Obsidian facet, the soul of that character is gone forever, consumed by the walls of glass and madness that have warped and entrapped them for so long.
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