Spellcasting. Altair is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). he has the following wizard spells prepared:
Cantrips (at will): fire bolt, mending, prestidigitation
1st level (4 slots): sleep, disguise self, shield
2nd level (3 slots): crown of madness, darkness, blur
3rd level (3 slots): fireball, counterspell, bestow curse
4th level (1 slots): summon greater demon, confusion
Orb of pondering. It has 3 charges. Altair has extra AC equal to the remaining charges, while using the Orb as a focus. It regain all charges at dawn.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Hypnotic Gaze. Altair Choose one creature that he can see within 5 feet of him. If the target can see or hear him, it must succeed on a DC 15 Wisdom saving throw or be charmed by him until the end of his next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. The effect ends if Altair moves more than 5 feet away from the creature, if the creature can neither see nor hear Altair, or if the creature takes damage.
On subsequent turns, Altair can use his action to maintain this effect, extending its duration until the end of your next turn.
Altair can’t target the same creature again with this feature, until he finish a long rest.
Orb of pondering. Altair has the orb of pondering and can expend 3 charges to cast dominate monster or scrying. Additionally, one charge can be expend to cast sleep, charm person or zone of truth.
Orb of pondering. (1/day) At any time Altair Sephiran magically emits psychic energy in a 60-foot cone. Each creature in that area with less than 22 (5d8) current hit points will fall unconscious for 1 hour. Any creature who has is still conscious must succeed in an intelligence saving throw (DC 15) or take 22 (5d8) psychic damage and become stunned until the start of your next turn. Any ability that can remove the stunned, paralyzed or incapacitated condition, can also end the unconscious condition of this effect.
Instinctive Charm. Altair tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, Altair can’t use this feature on the attacker again until you finish a long rest.
Altair must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
Comments