Large Humanoid (Angel), Chaotic Good
Armor Class 19 Natural Armor
Hit Points 272 (16d10 + 182)
Speed 40 ft., fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
20 (+5)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws CON +12, INT +10, WIS +6, CHA +4
Skills Arcana +10, Perception +6, Religion +10
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Angelic Weapons. Abe Jr's weapon attacks are magical. When Abe Jr. hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). 

Divine Awareness. Abe Jr. knows if he hears a lie. 

Innate Spellcasting. Abe Jr's spellcasting ability is Charisma (spell save DC 12). Abe Jr. can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague 

Magic Resistance. Abe Jr. has advantage on saving throws against spells and other magical effects. 

CLASS FEATURES:
Wizard Features:

Hit Points.
(13d6+98)/2 = (46+98=144)/2 = 72

Proficiencies. 
Arcana & Religion. 

Spellcasting. Abe Jr. can cast prepared wizard spells using INT as his spellcasting modifier (Spell DC 18, Spell Attack +10) and wizard spells in his spellbook as rituals if they have the ritual tag. Abe Jr. can use an arcane focus as a spellcasting focus.

0 - Cantrips:
Shocking Grasp
Toll the Dead
Mind Sliver
Booming Blade
Sapping Sting

4 1st Level Spell Slots:
Absorb Elements
Identify {R}
Find Familiar {R}
Comprehend Languages {R}
Mage Armor
Unseen Servant {R} 

3 2nd Level Spell Slots:
Blindness/Deafness
Misty Step
Invisibility
Tasha's Mind Whip

3 3rd Level Spell Slots:
Dispel Magic
Bestow Curse
Fireball
Tiny Hut {R}
Counterspell
Slow
Animate Dead

3 4th Level Spell Slots:
Polymorph
Banishment
Divination {R}
Dimension Door

1 5th Level Spell Slot: 
Dominate Person

0 6th Level Spell Slots:
Magic Jar

0 7th Level Spell Slots:
Simulacrum 

Arcane Recovery. Once per day when Abe Jr. finishes a short rest, he can choose expended spell slots to recover - up to a combined level of 7, and none of the slots can be 6th level or higher. 

Temporal Awareness. Abe Jr. adds his Intelligence modifier to your initiative rolls. (+5)

Cantrip Formulas. Abe Jr. has scribed a set of arcane formulas in his spellbook that he can use to formulate a cantrip in him mind. Whenever he finishes a long rest and consults those formulas in his spellbook, he can replace one wizard cantrip he knows with another cantrip from the wizard spell list.

Arcane Abeyance. When Abe Jr. casts a spell using a spell slot of 4th level or lower, he can condense the spell’s magic into a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, then the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses Abe Jr.'s spell attack bonus (+11) and save DC (19), and the spell treats the creature who released it as the caster for all other purposes. Once he creates a bead with this feature, he can’t do so again until he finishes a short or long rest.

FEATS: 

Lucky. Abe Jr. has 3 luck points per long rest. Whenever he makes an attack roll, an ability check, or a saving throw (or when an attack roll is made against him), you can spend one to roll an additional d20 and you choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.

Metamagic Adept. Abe Jr. has learned how to exert his will to influence his spells and alter how they function:

Subtle Spell. When Abe Jr. cast a spell, he can spend 1 sorcery point to cast it without any S or V components.

Quickened Spell. When Abe Jr. casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Actions

Multiattack. Abe Jr. makes two Greatsword attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 28 (2d6 + 6) slashing damage and Hit: 22 (5d8) radiant damage.

Healing Touch (4/Day). Abe Jr. touches another creature. The target magically regains 30 (6d8 + 3)  hit points and is freed from any curse, disease, poison, blindness, or deafness.

Time Blade. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 28 (2d6 + 6) slashing damage and Hit: 22 (5d8) radiant damage. Hit: 9 (2d8) thunder damage. If the target willingly moves 5 feet or more before then, the target takes 14 (3d8) thunder damage, and the spell ends.

Shocking Grasp. Melee Spell Attack: +11 to hit, range touch., 1 target. Hit: 14 (3d8) lightning damage. 

Freeze Time [Momentary Stasis]. Abe Jr. can magically force a Large or smaller creature he can see within 60 feet of him to make a Constitution saving throw (DC: 19). Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of his next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. Abe Jr. can use this feature 5 time(s). He regains all expended uses when he finishes a long rest.

Bonus Actions

Misty Step. Abe Jr. casts Misty Step using an unused spell slot of second level or higher. He briefly surrounds himself in silvery mist, then teleports up to 30 feet to an unoccupied space that he can see.

Reactions

Chronal Shift. After Abe Jr. or a creature he can see within 30 ft. of him makes an attack roll, an ability check, or a saving throw, he can force the creature to reroll. Abe Jr. makes this decision after he sees whether the roll succeeds or fails. The target must use the result of the second roll. Abe Jr. can use this ability twice, and he regains any expended uses when he finishes a long rest. 

Description

Abe Jr. is a SImulacrum of Old Abe created at 13th level while he was in the body of a Blackguard using Magic Jar. Abe Jr. is obligately loyal to Old Abe and does whatever is requested of him by his master to the best of his ability. Taking great care of Old Abe whenever required of him such as when Old Abe descends into madness by trying to see through time or fails when using the contact other plane spell. Abe Jr. has been through a lot with Old Abe and even served in the Bhaalspawn legion for a short time while Abe Jr. was possessed by the staff of Eren the Prophet. 

For a while Abe Jr. possessed the body of a Drow Priestess of Lolth but this body was too weak to support Abe so it was tied up and left to suffocate inside a Bag of Holding before being discarded into lava on the elemental plane of fire. 

Abe Jr. along with Old Abe have daringly heisted several slaves from a dangerous group of Efreeti in the city of Pyroclast on the elemental plane of fire, once with the support of the Watch and once without, in this heist the body of Zavros was liberated, a Humanoid with the powers of a Planetar. Through clever deception Old Abe was able to scam the slavers out of Zavros for a mere 500gp and some worthless platinum created with the Creation spell. Abe Jr wasted no time possessing this powerful body and now uses it to guard Old Abe as now both are on the run from plane shifting and scrying Efreeti, the most powerful of which are capable of granting Wishes to non-efreeti

Dangerously, the Bhaal Blackguard that Abe Jr. once inhabited is in the custody of the Efreeti and probably desires considerable revenge against both Old Abe and his body-swapping Simulacrum.

Monster Tags: Angel

JooBear

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