Magic Weapons. The Blood Charmer has a Wand of Binding.
Spellcasting. The Blood Charmer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Blood Charmer has the following spells prepared:
Cantrips (at will): Vicious Mockery, Mind Sliver, Friends
1st level (4 slots): Command, Charm Person, Hideous Laughter, Sleep
2nd level (3 slots): Crown of Madness, detect thoughts, Enthrall, Suggestion
3rd level (3 slots): Motivational Speech, Incite Greed, Enemies Abound, Catnap
4th level (3 slots): Confusion, Dominate Beast
5th level (3 slots): Dominate Person, Geas
6th level (1 slot): Otto's Irresistible Dance, Mass Suggestion
7th level (1 slot): Divine Word, Power Word Pain
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Blood Charmer 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. The Blood Charmer regains spent legendary actions at the start of its turn.
Cantrip. The Blood Charmer casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The Blood Charmer uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The Blood Charmer fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Blood Charmer gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the Blood Charmer must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
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