Medium Humanoid, Chaotic Evil
Armor Class 12 Leather
Hit Points 85 (2d10 + 85)
Speed
STR
15 (+2)
DEX
20 (+5)
CON
10 (+0)
INT
17 (+3)
WIS
9 (-1)
CHA
30 (+10)
Saving Throws DEX +8, INT +6, CHA +13
Senses Passive Perception 5
Languages Common, druidic, goblin, orc, krampusian, sylvan, elvish, infernal, abyssal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapeshift: Boreal can turn into anything he desires.

Unholy Sight, Apex Predator, Eldritch Blood, Unnatural Movement

Boreal is a 3rd level spellcaster, with a +5 spell bonus

Cantrips: vicous mockery, eldritch blast

First level: Charm Person, Cause fear

Second Level: Fireball, borrowed knowledge 

Third Level: fear, 

Actions

Hypnotize: with his violin he can hypnotize 5 people around him if they can't succeed in an intelligence saving throw.

Awaken Dead: while playing he can awaken the dead.

Dagger: melee +2 bonus 1d20

Dagger of the Strings: ranged or melee with his violin he can play a high note sharp enough to manifest in the shape of a dagger and stab 2 people within 30ft +5 bonus.

Bonus Actions

Madness: playing his violin he can drive 5 people around him mad if they don't succeed on a constitution saving throw they go into barbarian rage and use all special abilities, weapons, and just maybe there fists to beat everyone up.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

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

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Description

As a child he was raised by a great and powerful wizard named Volonzibein, he had been first used as a experiment but then became the adopted son of the wizard. The wizard was his warlock patron, father, and mentor. He learned quickly of also how to play a legendary violin called the violin of blood.

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.

SylusStormborn

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