Small Swarm of Medium humanoids, Chaotic Good
Armor Class 16 archmage robes
Hit Points 160 (20d8 + 60)
Speed 30 ft., Burrow 30 ft.
STR
8 (-1)
DEX
13 (+1)
CON
16 (+3)
INT
20 (+5)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws CON +8, INT +10, WIS +7
Skills Arcana +11, History +11, Religion +11
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Petrified
Senses Truesight Toblerone can detect the true form of any creature or object that is under the affects of shape changing magic, Passive Perception 13
Languages Celestial, Common, Elvish, Gnomish Common, Draconic, Elvish, Gnomish, Celestial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Spell Resistance. Toblerone has advantage on saves against any spells

Spellcasting. Archmage Toblerone is a 18th level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Toblerone has following Wizard spells prepared:
At Will: Prestidigitation, Mending, Firebolt, Alter Self, Fabricate

3 times per day: Disintegrate, Reverse Gravity, Telekinesis

1 time per day: time stop

Actions

Multiattack. Toblerone uses his hurl object ability and may cast a single spell

Hurl Object. Toblerone hurls an object between 1 and 15 pounds 90 ft towards a target. The object may not be worn or carried. +13 to hit 4d8 bludgeoning damage

Transmute Object (Recharge 5-6): Toblerone points to any object within 30ft that he can see and Transmutes it into one of the following substances: sand, stone, glass, water, or butterflies. Magical items transformed in this way loose all of their properties and return to their natural state in 1d4 rounds. All other objects return to their natural state in 2d4 rounds.

 

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Description

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Lair and Lair Actions

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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.

Monster Tags: humanoid

TuxartheRad

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