Medium Humanoid, Lawful Evil
Armor Class 20 Personal Plate
Hit Points 220 (14d10 + 100)
Speed 30 ft., Walk 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws INT +11, WIS +10
Skills Arcana +11, History +11, Insight +10, Persuasion +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight 10ft, Passive Perception 16
Languages Common, Elvish, Draconic, Dwarvish, Sylven
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Arcane Recovery (Special)Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 10, and none of the slots can be 6th level or higher.

Grim Harvest (Special): Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Lucky (No Action): You have 3 luck points per long rest. Whenever you make an attack roll, an ability check, or a saving throw (or when an attack roll is made against you), 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 determine

Undead Thralls (Special)You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, its max HP is increased by 20 and it adds +6 to its weapon damage rolls.

Spellcasting. Alric is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC19, +11 to hit with spell attacks). Alric has the following wizard spells prepared:
Cantrips (at will): Chill Touch, Mage Hand, Message, Mind Sliver, Toll the Dead
1st level (4 slots): Disguise Self, Find Familiar (R), Magic Missle, Shield (At Will), Witch Bolt
2nd level (3 slots): Aganazzar's Scorcher, Misty Step (At Will), Suggestion, Web
3rd level (3 slots): Counterspell (At Will), Dispel Magic, Fireball, Lightning Bolt (At Will), Tidal Wave
4th level (3 slots): Fabricate, Fire Shield, Polymorph, Wall of Fire
5th level (3 slots): Scrying, Seeming, Synaptic Static
6th level (2 slots): Chain Lightning, Disintegrate
7th level (2 slots): Force Cage, Symbol, Teleport
8th level (1 slot): Incendiary Cloud
9th level (1 slot): Meteor Swarm

Actions

Command Undead. As an action, you can choose one undead that you can see within 60 ft. to make a CHA saving throw (DC 19). If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. If the target has an INT of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an INT of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Action Melee Attack. Staff: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) bludgeoning damage.

Spell Casting. See spell list.

Bonus Actions

Two Weapon Fighting
Spells. Misty Step

Reactions

Spells. Shield, Counterspell
War Caster. Reaction can be used to make an opportunity attack to cast a spell that targets one creature and has a length of an action
Opportunity Attack. Melee Attack

Legendary Actions

At the end of another creatures turn, Alric can use one legendary action. 
Alric has 3 legendary Actions per round. 

Fireball (Costs 3 Actions). Can cast Fireball. 
Sap Life (Costs 2 Actions). Choose one target you can see. They must make a DC20 Con save, or take 2d10 necrotic damage. Alric regains those number of hit points. 
Magic Missile (Costs 1 Actions). Cast Magic Missile at one target. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

GreyishGargoyle

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