Magical Mastery. The wizard has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Innate Spellcasting. The wizard’s innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
Talona's Vile Favor. As a bonus action, the wizard can bestow the Poison Mistress' blessing on one ally he can see within 30 feet of him. The ally takes 8 (2d8) poison damage but has advantage on all attack rolls it makes until the end of its next turn.
Magic Resistance. The wizard has advantage on saving throws against spells and other magical effects.
Spellcasting. The wizard is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The wizard has the following spells prepared:
Cantrips (at will): poison spray, mending, resistance, fire bolt, light
1st level (4 slots): bane, command, magic missile, [spell)]mage armor[/spell]
2nd level (4 slots): hold person, silence, flaming sphere, misty step
3rd level (3 slots): counterspell, clairvoyance, melf's minute meteors, summon lesser demons
4th level (3 slots): banishment, death ward, greater invisibility, stoneskin
5th level (3 slots): cone of cold, flame strike, geas, cloudkill
6th level (2 slots): disintegrate, eyebite
7th level (2 slots): magnificent mansion, power word pain
8th level (1 slot): control weather
9th level (1 slot): wish
Multiattack. The wizard makes two demon staff attacks or three tentacle rod attacks.
Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 20 Wisdom saving throw or become frightened of the wizard for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Summon Servant (1/Day). The wizard magically summons a bone devil. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
The wizard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wizard regains spent legendary actions at the start of his turn.
Demon Staff. The wizard makes one attack with his demon staff.
Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the wizard uses its reaction to make one attack against a target of the wizard’s choice that he can see.
Cast a Spell (Costs 1–3 Actions). The wizard expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that se has prepared. Doing so costs 1 legendary action per level of the spell.
Previous Versions
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