Charming Presence (1/Day). Each creature of the Azoth's choice that can hear it within 120 feet must succeed on a DC 21 Wisdom saving throw or become charmed for 1 minute or until Azoth harms them personally (minions do not count). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw issuccessful or the effect ends for it, the creature is immune to the Charming Presence for the next 24 hours.
Invoke Devotion. One creature charmed by the Azoth within 120 feet of him must make a DC 21 Wisdom saving throw or Cloudius swaps places with it and transfers any number of spell effects or conditions affecting him that he chooses to the creature.
Spellcasting. Azoth is an 19th-level spellcaster. Its spellcasting ability is Wisdom and Inteligence (spell save DC 21, +13 to hit with spell attacks). The lich has the following wizard spells and some non-wizard spells prepared:
Cantrips (at will): vicious mockery, encode thoughts, friends
1st level (4 slots): hideous laughter, sleep, absorb elements, silvery barbs
2nd level (3 slots): tasha's mind whip, mirror image
3rd level (3 slots): catnap, fear
4th level (3 slots): compulsion, confusion
5th level (3 slots): dominate person, modify memory
6th level (2 slot): mass suggestion, otto's irresistible dance
7th level (2 slot): power word pain, forcecage
8th level (1 slot): dominate monster, feeblemind
9th level (1 slot): psychic scream
Engulfer. Melee Weapon {Longsword} attack: +9 to hit, reach 10 ft., up to 3 creatures. Hit: 15 (4d6) force and 15 (4d6) cold damage. The target must succeed on a DC 19 Constitution saving throw or be paralyzed for 12 seconds. The target can not repeat the saving throw.
Rune of Flying. Cloudius can activate the rune of flying on his thigh to gain 25 ft of flying speed.
The Azoth of Scion can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, during another creatures turn, either at the beginning or the end. Spent actions are regained on Azoth's turn.
Cantrip. Azoth casts a cantrip.
Engulfer (Costs 2 Actions). Azoth puts his hand into his Nebulon mantle and puts out his Engulfer, using it appropriately.
Cosmic Gaze (Costs 3 Actions). Azoth fixes his gaze on one creature it can see within 15 feet of it. Creature must succeed on a DC 21 Wisdom saving throw to not get its mind transcend into the unknown webs of cosmical realities. If it fails the saving throw Azoth casts the fear spell with 1st level slot. When effect is over, creature is immune to this ability unless Azoth uses 2nd level spell slot instead.
Void of Cosmos (Costs 4 Actions). Azoth opens his sleeves with Nebulon mantle, sucking everything that's near it to the Cosmic Void. Each creature within 20 feet of the Azoth must make a DC 17 Constitution saving throw against this magic, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one and DC 19 Strength saving throw to avoid being sucked into the Void of Cosmos. While here, creature must make a Constitution saving throw at the end of its turn taking extra 32 (9d6) cold damage on a failed save and halve as much on a successful one. Target can make another Strength saving throw during the start of its turn and as a reaction to get out of this space.
Previous Versions
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5/10/2023 10:58:39 AM
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Coming Soon
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