Medium Humanoid, Any Alignment
Armor Class 17 (Chain Mail)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
23 (+6)
WIS
19 (+4)
CHA
26 (+8)
Saving Throws CON +9, INT +12, WIS +10
Skills Arcana +19, History +12, Insight +9, Perception +9, Persuasion +30
Damage Resistances Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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

Actions

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.

Legendary Actions

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.

Previous Versions

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Habitat: Urban

Battleaxe44424

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