Medium Fiend (Demon), Chaotic Neutral
Armor Class 20 Chain+4
Hit Points 52 (13d4 + 26)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
18 (+4)
Senses Passive Perception 14
Languages Common, Infernal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. at 3rd lvl cast charm once per long rest, 

Spellcasting. as a 10th lvl Wizard, DC sv 15 Spell att: +7

 

Prepared Spells

1st Level (4 slots): Mage Armor, Magic Missile, Witch Bolt, Detect Magic, Charm Person

2nd Level (3 slots): Melf's Acid Arrow, Gust of Wind, Misty Step

3rd Level (3 slots): Fireball

4th Level (3 slots): Ice Storm, Wall of Fire, Confusion

5th Level (2 slots): Bigby's Hand, Cone of Cold, Cloudkill

Actions

 

Action Melee Attack. +10 th, +5 dam, Longsword+3 Frostbrand 1d8 +5 +1d6 cold in freezing temp the blade sheds bright light in a 10' radius and dim light for an additional 10' when u draw this weapon you can extinguish all non-magical flames within 30' of you, this property can be used no more than once per hour.

 

Reactions

Reaction Name. Evocation Savant, Potent Cantrip,  Empowered Evocation

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.

Description

Darkvision: 60'

Infernal Legacy: When you kiss a target who is incapacitated, restrained, charmed, or otherwise willing. The target must make a con sv throw against you save DC, The DC for this saving throw equals 8 +your Chr mod +your proficiency bonus. A creature takes 1d8 then at 5th lvl 2d8, then 3d8 at 11th, 4d8 at 17th, the targets hp  max is reduced by an amount equal to the dam taken. this reduction lasts until the target finishes a long rest, the target dies if this effect reduces its hp max to 0.

Languages:  Can speak read and write Common and Infernal

Fiendish Tongue: Proficiency in Deception

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.

1stLvlBlueMonkey

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