Medium Humanoid (Sorcerer, Tiefling), Chaotic Evil
Armor Class 21 (Armor of Shadows, Ring of Protection)
Hit Points 150 (20d6 + 80)
Speed 30 ft.
STR
7 (-2)
DEX
20 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +11, CON +10, INT +10, CHA +12
Skills Arcana +9, Deception +12, History +9, Intimidation +12, Perception +9, Religion +9, Sleight of Hand +11
Damage Resistances Cold, Fire, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 120, Truesight 60, Passive Perception 19
Languages Abyssal, Celestial, Common, Deep Speech, Dwarvish, Elvish, Infernal, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Armor of Shadows. Razzix’s base AC is 15.

Legacy of Dis. Razzix knows the thaumaturgy cantrip. He can also cast disguise self and detect thoughts each once per long rest (spell save DC 20)

Infernal Constitution. Razzix has advantage on saving throws against poison, and he is immune to disease.

Font of Magic. Razzix has a pool of 20 sorcery points that he can spend for a variety of abilities. He regains all expended sorcery points when he finishes a long rest, or 4 sorcery points whenever he finishes a short rest.

Spellcasting. Razzix is an 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Razzix has the following spells prepared.

Cantrips (at will): chill touchdespoil, mage hand, minor illusion, prestidigitation, shocking grasp[/spell], 

1st level (4 slots): shadow cloud, shield, silvery barbs

2nd level (3 slots): darkness, misty step, shadow blade

3rd level (3 slots): counterspell, enemies aboundcall shadows, fly

4th level (3 slots): dimension door

5th level (3 slots): enervation

6th level (2 slots): journey in shadow

7th level (2 slots): power word pain

8th level (1 slot): abi-dalzim’s horrid wilting

9th level (1 slot): power word kill

Subtle Spell. Razzix can spend 1 sorcery point to cast a spell without verbal or somatic components.

Heightened Spell. Razzix can spend 3 sorcery points to give a target of a spell he casts disadvantage on its first saving throw against that spell.

Careful Spell. When Razzix casts a spell that would force one or more of his allies to make a saving throw, he can spend 1 sorcery point to cause up to 6 of those allies to automatically succeed on their save.

Strength of the Grave. When damage reduces Razzix to 0 hit points, he can make a Charisma saving throw (DC is 5 + the damage taken). On a success, he instead drops to 1 hit point. Razzix can’t use this trait if he is reduced to 0 hit points by radiant damage or by a critical hit. After he succeeds, he can’t use this trait again until he finishes a long rest.

Shackle of the Shadows (1/Day). Razzix can undergo a 1-minute ritual in which he attempts to shackle a creature within 15 feet of him that is cursed, diseased, or poisoned. The target must succeed on a DC 20 Charisma saving throw at the end of the ritual or become shackled. While shackled, the creature can take no actions against Razzix and must obey his instructions to the best of their ability, with no ability to misinterpret his command. Additionally, the sclera of the creature’s eyes become solid black.

Unusual Nature. Razzix is immune to any effect that would force him to unwillingly change shape or plane of existence. He also doesn’t require air.

Legendary Resistance (3/Day). When Razzix fails a saving throw, he can choose to succeed instead.

Special Equipment. Razzix has and is attuned to a ring of protection, suit of gleaming, glasses of object reading, and earrings of obscurement.

Actions

Eyes of the Dark. Razzix spends 2 sorcery points to cast darkness without expending a spell slot. When he does, he and up to 6 creatures he chooses can see normally in the darkness created by the spell.

Chill Touch. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage, and the target can’t regain hit points until the start of Razzix‘s next turn. If it’s an undead, it also has disadvantage on attack rolls against Razzix until the start of its next turn.

Shocking Grasp. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage and the target can’t take reactions until the start of its next turn. Razzix has advantage on this attack if the target is wearing metal armor.

Bonus Actions

Quickened Spell. Razzix spends 2 sorcery points to cast a spell that has a casting time of 1 action.

Hound of Ill Omen. Razzix spends 3 sorcery points to summon a Medium dire wolf with 10 temporary hit points that counts as a monstrosity instead of a beast. The hound targets one creature Razzix can see within 120 feet of him when he uses this bonus action. It appears in an unoccupied space Razzix chooses within 30 feet of its target and has its own initiative. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell Razzix casts. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Umbral Form. Razzix spends 6 sorcery points to gain a shadowy form for 1 minute or until he becomes incapacitated or dies, or if he uses a bonus action to end it. In this form, Razzix has resistance to all damage except force and radiant damage, and he can move through other creatures and objects as if they were difficult terrain. Razzix takes 5 force damage if he ends his turn inside an object.

Spellspinner. Razzix spends a spell slot to regain sorcery points equal to the spell slot’s level. Alternatively, Razzix can spend 2 sorcery points to gain a spell slot of 1st level, 3 for a slot of 2nd level, 5 for a slot of 3rd level, 6 for a slot of 4th level, or 7 for a slot of 5th level.

Shadow Walk. While in dim light or darkness, Razzix magically teleports up to 120 feet to an unoccupied space he can see that is also in dim light or darkness.

Legendary Actions

Razzix 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. Razzix regains spent legendary actions at the start of his turn.

Cantrip. Razzix casts a cantrip.

Shadow Step. Razzix uses his Shadow Walk.

Focus (Costs 2 Actions). Razzix concentrates the Shadows into his magic, regaining either a spell slot of up to 5th level or 3 sorcery points.

Description

Razzix Elonias was a tiefling sorcerer who, after gaining a Boon of Immortality from Ilera’s favor, spent centuries exploring the planes with his twin sister, Tenacity Elonias, using a cubic gate. However, the curious object had one last surface they had not touched after years and years. That surface brought them to a foreign place known only as the Shadows. The plane was dark and every surface crumbled slowly when touched. Only a dim sun glowed mildly above, choked by the magical black smog that pervaded the entire plane. Something made of wisps of the smoky darkness attacked them, and they barely managed to escape. They both agreed that whatever lay within that plane was better left untouched, and Tenacity hid the cube before they parted ways.

But time changes people. Razzix grew in power and knowledge, and sought to learn more about the mysterious plane that was not recorded in any library or archive. Eventually he found a ruin that contained a scroll which detailed an account of the very same cubic gate which Tenacity had hidden, saying it was the only way onto the incredibly dangerous and hostile plane — but also mentioned that great power likely resided within said plane.

Razzix met with Tenacity and explained his plan to enter the plane, trusting that she would help him accomplish this goal. However, Tenacity saw the hunger behind Razzix’s words and abandoned him, taking the cubic gate with her. But Razzix was persistent. He followed Tenacity’s trail until it came to a full, dead stop in the city of Iftendal. With nothing left, he spent some time in the city and came into possession of a gambling parlor, the Guiding Star. It was there he waited and planned until he was approached by a group of adventurers, the Astrpyrin Adventurers, for help. After giving his assistance (for a price), he learned that the group had, indeed, come across his sister. Thereafter, Razzix became an honorary member of the group in order to lie in wait for Tenacity to resurface.

It was only a matter of time.

Monster Tags: humanoid

Habitat: Urban

MilestoGo_24

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