Medium Swarm of Medium undead, Neutral Evil
Armor Class 13 15 with mage armor
Hit Points 170 (20d6 + 100)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
20 (+5)
WIS
14 (+2)
CHA
12 (+1)
Skills Arcana +11, Insight +10
Damage Resistances Necrotic
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to 10, and none of the slots can be 6th level or higher.

Spell Mastery. You can cast shield and misty step without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Signature Spells. You always have Counterspell and Vampiric Touch prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.

 

Tactical Wit. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge. You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take 10 force damage.

Spellcasting. You are a 20th-level spellcaster. Your spellcasting ability is Intelligence (spell save DC 19, + 11 to hit with spell attacks). He has the following Wizard spells prepared:
Cantrips (at will): Booming Blade, Chill Touch, Green Flame Blade, Blade Ward, Ray of Frost,  
1st level (# slots): Shield, Mage Armor, Ray of Sickness, False Life, Cause Fear, Ice Knife, Grease, Magic Missile
2nd level (): Ray of Enfeeblement, Misty Step, Shadow Blade, Invisibility, See Invisibility, web
3rd level: Counterspell, Dispell Magic, Vampiric Touch, Summon Undead, Bestow Curse, Lightening Bolt
4th level: Blight, Stoneshape, Ice Storm, Banishment,
5th level: Negative Energy Flood, Enervation, Cloud Kill, Dance Macabre
6th level: Circle of Death, Tenser's Transformation, Mass Suggestion, Globe of Invulnerability
7th level: Finger of Death, Reverse Gravity, Crown of Stars, Plane Shift
8th level: Abi-Dalzim's Horrid Wilting, Feeblemind, Maze
9th level: Astral Projection, Meteor Swarm, Power Word Kill, Time Stop 

Actions

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage.  

Blood Thirst Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage and 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0 

 

Reactions

Arcane Deflection. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Welbo2016

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