Magic Resistance. The Caretaker has advantage on saving throws against spells and other magical effects.
Initiative. The Caretaker as +10 to its initiative rolls
Spellcasting. The Caretaker is an 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +13 to hit with spell attacks). The archmage can cast cause fear and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, gust, mind sliver, minor illusion
1st level (4 slots): catapult, cause fear, chaos bolt, magic missile, shield
2nd level (3 slots): cloud of daggers, crown of madness, darkness, misty step
3rd level (3 slots): counterspell, fear, major image
4th level (3 slots): polymorph, confusion
5th level (2 slots): dominate person
6th level (1 slot)
7th level (1 slot)
8th level (1 slot): incendiary cloud
The Caretaker has 20 sorcery points which it can use in the following ways:
Eyes of the Dark 2 sorcery points: You can cast the darkness spell
Twinned Spell: You can spend sorcery points equal to the spell's level to target a second creature with the same spell
Empowered Spell 1 sorcery point: When you roll damage for a spell you can reroll up to 5 of the dice, you must use the new rolls.
Quickened Spell 2 sorcery points: When you cast a spell that has a casting time of 1 action you can instead change the casting time to 1 bonus action instead.
Multiattack. The Caretaker makes two attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 5) piercing damage.
Breath Weapon (5 uses). You can can exhale a magical energy in a 15ft cone. Each creature in the area must make a DEX saving throw (DC 18), and takes (4d8) force damage on a failed save, and half as much on a successful one.
Hound of Ill Omen.
As a bonus action you can spend 3 sorcery points to magically summon a hound of ill omen (use dire wolf stats) to target one creature within 120ft of you.
Shadow Walk.
When you are in darkness or dim light, as a bonus action, you can magically teleport up to 120 ft that is also in dim light or darkness.
Description
The Caretaker is a sneaky spellcaster. Often using spells to invoke fear within its victims, or to control them like puppets, all for its own enjoyment. The Caretaker moves within the shadows and can expel a forceful breath from its second mouth hidden on its torso.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Caretaker takes a lair action to cause one of the following effects; the Caretaker can’t use the same effect two rounds in a row:
- The Caretaker glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the Caretaker can see within 120 feet of it must succeed on a DC 16 Charisma saving throw or be banished to a dream plane, a different plane of existence the Caretaker has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the Caretaker's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
- Every creature within 60 feet of the Caretaker must succeed on a DC 16 Wisdom saving throw or be charmed. While charmed the creatures are compelled to interact with the carnival's amusements no longer wanting to fight. The creature can continue to make saving throws at the end of its next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/1/2021 1:47:15 AM
|
3
|
1
|
--
|
Coming Soon
|
Comments