Special Equipment. Xendrik has the control amulet for his Bronze Golem and a Wand of the War Mage +1.
Fey Ancestry. Xendrik has advantage on saving throws against being charmed, and cannot be put to sleep by magic.
Spellcasting. Xendrik is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Xendrik has the following Wizard spells prepared:
Cantrips (at will): Dancing Lights, Shocking Grasp, Fire Bolt, Encode Thoughts, Mage Hand
1st level (4 slots): Mage Armour, Magic Missile, Thunderwave, Sleep, Catapult, Detect Magic, Grease, Identify, Shield
2nd level (3 slots): Arcane Lock, Melf's Acid Arrow, Enlarge/Reduce, Invisibility, Magic Weapon
3rd level (3 slots): Fireball, Dispel Magic, Fly, Haste, Slow, Thunder Step
4th level (3 slots): Watery Sphere, Leomund's Secret Chest, Otiluke's Resilient Sphere
5th level (2 slots): Hold Monster, Wall of Force, Freeze-Dry
6th level (1 slot): Chain Lightning, Navahis' Ice Vortex
Shocking Grasp. Melee Spell Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (3d8) lightning damage.
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., 1 target. Hit: 17 (3d10) fire damage.
Shield. Xendik spends a spell slot of 1st level or higher and gains +5 AC when he is hit by an attack. This bonus to AC lasts until the start of his next turn.
Description
Kiran Xendrik relies on his Bronze Golem to defend him, which can loose powerful arcs of lightning, but he's no fool. He's confident in his ability to use spells to stop his enemies, and knows that some spells can combo effectively (such as Watery Sphere and Freeze-dry, or Hold Monster to lock down a powerful foe). If his golem is destroyed though, he's likely to get as far away as he can from the action. Xendrik is intrigued by the entire "planar soup" situation, and as much as he'd like to study the dark star he knows that getting at it safely is folly.
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.
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