Medium Monstrosity (Tiefling), Chaotic Evil
Armor Class 13 (16 with mage armor)
Hit Points 45 (6d6 + 7)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws CON +5, CHA +7
Skills Deception +7, Insight +4, Intimidation +7, Medicine +4
Damage Resistances Fire, Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 11
Languages Abyssal, Celestial, Common, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
Strength of the Grave. When damage (that isn't radiant or from a critical hit) reduces you to 0 HP, you can make a CHA saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 HP (and can't use this feature again until you finish a long rest).

Meta-Magic. Astronoth has the ability to bend his magic into forms beyond that of a regular practitioner. Before casting any spell he can use one of his meta-magics to change the effect of the spell. He has 6 sorcery points per long rest.

  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any S or V components.

Spellcasting. Astronoth is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Astronoth has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, chill touch, mage hand, lightning lure, message, prestidigitation, shocking grasp

1st level (4 slots): mage armor, tenser's floating disk, thunderwave, charm person

2nd level (3 slots): darkness, shatter, crown of madness, arcane lock

3rd level (3 slots): counterspell, fireball,

 

Actions

Badger Tooth Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.

Barbed Whip. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. This weapon is magical and therefore bypasses magical defenses.

Wand of Magic Missiles. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. (The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.)

Bonus Actions
Hound of Ill Omen. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen (modified dire wolf) to target one creature you can see within 120 ft. of you.
Convert Sorcery Points. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.
Reactions

Ring of Shielding. Silver ring with three shields engraved into it. By saying the words "Protect" you cast the spell shield. (The ring has 3 charges per day. The charges reset at dawn each day.)

Description

Faithful follower of Atans, Lord of Tyrants, Liars and Thieves whose lineage was blessed with magical abilities several centuries ago.

Astronoth has been tasked with prying knowledge and information from any being that dares to go against the will of Lord Atans by means of torture. He is quite good at his task and very happy to see the minds of his prey break in his hands.

Monster Tags: Demonhumanoid

Habitat: MountainUnderdarkUrban

DrkGawain

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