Notable Artist. Barashar has advantage on charisma checks and saves also performance checks.
Magical Weapons. Barashar uses magical weapons. All of his weapons named after a special effect they do and takes no action to change them. For every sign Barashar's target has Barashar deals 1d6 additional thunder damage on that target.
Innate Spellcasting. Barashar is a lvl. 10 th. spellcaster. Barashar's innate spellcasting ability is Charisma (spell save DC 16, +5 spell damage). The Barashar can innately cast the following spells, requiring no material components:
At will: Vicious Mockery, Detect Magic, Tiny Hut,
3 Slots: Invisibility, Major Image, Suggestion,Polymorph,
Multiattack. Barashar can make two attacking actions that can be combined from the list below. If any of his attacks hits critical gives him one another attack action.
Spear of Harmonies. Meele Weapon Attack. +7 to hit, reach 5 ft. Hit: 11 (2d6 + 5) piercing damage. On hit the target of the attack must throw a 16 CON save or become signed with Harmonies.
Mace of Basslines. Meele Weapon Attack. +7 to hit, reach 5 ft. Hit: 11 (2d6 + 5) bludgeoning damage. On hit the target of the attack must throw a 16 CON save or become signed with Basslines.
Sword of Tempo. Meele Weapon Attack. +7 to hit, reach 5 ft. Hit: 11 (2d6 + 5) slashing damage. On hit the target of the attack must throw a 16 CON save or become signed with Tempo.
Mute / Thundersound. Barashar targets a creature that can speak and must take a 16 DC CON save. On failure Barashar can decide if he makes that creature's sound so strong to damage other creatures who hear it with thunder damage 1d6; on speaking, 2d6; on loud speaking, 3d6; on shouting (16 DC CON save on success half the thunder damage). Or mute that creature; even if it feels to speak it makes no sounds and can't use verbal components to spelling. Both of this effects work for 1 minute or until Barashar is not incapacitated or dead.
Thunderstep. (2 times / longrest) Barashar explodes a thunderwave in 15 ft. sphere around him, creatures around must do a 16 DC CON save to avoid suffer 1d6 thunder damage, also 16 DC STR save to avoid being pushed back to the corner of the explosion. Barashar can move freely 30 ft. distance on his reaction time. During this opportunity attacks have disadvantage against him.
Symphony. The creatures who being signed with magical weapons must throw a 18 DC WIS save. Those who failed become banished to a Demiplane with Barashar where any thunder damage is doubled and if Barashar lands an attack everyone in this plane suffers 1d6 thunder damage equal to the number of signals they have also additional 1d6 thunder damage. (Which damage is also doubled.) If all of Barashar's targets become incapacitated or dead or even Barashar the effect ends and drops creatures out from the demiplane to a 200 x 200 ft. area in random positions on ground.
Description
Barashar is an air genasi, his ear is filled with crystal shards of Dal. It is nearly deafened, but has magic that is related to music, he always travels with instruments and weapons that make horrible sounds against his enemies. His hair is white and long, his eyes spread bright purple light, walks some feet above the lands - can fly.
Lair and Lair Actions
Previous Versions
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8/14/2019 11:30:42 AM
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11/10/2019 12:14:51 AM
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3/6/2020 5:18:57 PM
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3/6/2022 10:03:58 AM
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