Magic Resistance. Ashish, Chaotic Wizard has advantage on saving throws against spells and other magical effects.
Paragon Fortitude (Wizard Form). Ashish has three pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting Ashish end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, Ashish dies and transforms into his Horror Form.
Paragon Exhaustion (Wizard Form). As long as he remains human, Ashish may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order. His spell slots are shared among all the hit dice pools.
Horror Form. Once Ashish has depleted all his hit point pools, he takes the Horror Form. He gains another hit point pool, loses the Spellcasting feature and grows to Huge size, and his creature type becomes Aberration. His Hit Dice increases to d12 Strength and Constitution increases to 18, and its Charisma drops to 5. His average hit points in Horror Form are 189.
Spellcasting (Wizard Form). Ashish is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks), and its arcane focus is a magical quarterstaff that allows him to add his Intelligence modifier to spell attacks (counted on the spells). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
- Cantrips (at will): Eldritch Blast, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): shield, armor of agathys, arms of hadar, magic missile
- 2nd level (3 slots): blur, mirror image, misty step
- 3rd level (3 slots): counterspell, Hunger of Hadar, lightning bolt
- 4th level (3 slots): banishment, Evard's Black Tentacles, Polymorph
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slot): Eyebite
- 7th level (1 slot): forcecage
- 8th level (1 slot): Feeblemind
- 9th level (1 slot): Gate
*Ashish casts blur and Armor of Agathys spells on itself before combat.
Paragon Monster. These creature counts as four different creatures for encounter building purposes. The CR value listed is for every hit save pool. The actual XP to award is 33600 XP, and the adjusted Challenge Rating is 84000 XP: a CR 25 encounter.
Multiattack (Horror Form). While on horror form, Ashish can make a Black Tentaculus attack against anyone in his range, or up to three to a single creature.
Poison Dagger (Wizard form). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution Saving Throw or take an additional 3d6 poison damage and being poisoned.
Eldritch Blast (Wizard form). Ranged Spell Attack: +9 to hit, range 120 feet, four beams, up to four targets. Hit: 1d10+5 force damage each beam.
Black Tentaculus (Horror Form). Melee weapon attack. +8 to hit, reach 20 ft. Hit: 3d6 bludgeoning damage, and the target must succeed on a Strength save DC 17 or being grappled by the tentaculus. While grappled in this way, the target must succeed on a DC 17 Charisma save each round or receive an Exhaustion level. When a target dies, it is absorbed by Ashish and transforms into another tentaculus. A creature can free itself by making a DC 17 Strength or Dexterity saving throw each round, or if the tentacle receives 15 slashing damage (said damage is discounted from the final Hit Points pool of Ashish).
Shield. As a reaction against an attack or a magic missile, Ashish can cast the Shield spell, and gain +5 to his AC for the rest of the turn.
Description
Ashish once was a sage and a powerful wizard among the Sea Peoples, and an accomplished adventurer. But by experimenting with aberrant and chaotic magic to save his people once and again, he tainted himself with a dark shard of Idan. Now he is going mad, and he is on a struggle to contain the horror of the idan magic he once recklessly manipulated. He is certain than, when he dies, he will liberate a hideous monster that will consume the entire world if given enough time.
For this purpose, he splitted his soul into three "individuals" that share a single body and purpose, but act independently. His people know this story and they believe it, so no one really wants for him to die, even his rivals.
Lair and Lair Actions
Ashish transforms the area surrounding him with his chaotic magic, so he is always on the move. In a 7 miles radius, all things grow faster and bigger, and also die from tumors and putrescense. If Ashish keeps in an area for a month or more, the area changes in several ways:
-Inactive volcanoes transform into active ones. Active volcanoes erupt violently, and ash and cinder keeps falling even long after it should have stopped.
-Plant life grow thicker and bigger, but also more fragile, and fruits and vegetables rot twice as fast.
-Immense swarms of worms begin to infestate the area, devouring any food or plant life.
-Any injury made to any creature festers, and can't be cured unless the creature infested leaves the area. Any creature below half his hit points is considered injured and festered. Festered wounds cause the poisoned condition, and saps one hit dice every day, that can't be recovered. Once the hit dice pool is over, Exhaustion each day the injured creature must succeed on a DC 17 Constitution save or gain a level of exhaustion that can't be recovered as long as the festering wound is open.
Any effects caused by Ashish end in a week if he dies or leaves the area.
Previous Versions
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3/11/2019 11:51:35 PM
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Coming Soon
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