Legendary Resistance (5/Day). If Mickey fails a saving throw, he can choose to succeed instead.
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Multiattack. Mickey uses Fantasmic Magicus (if available), Tootles, or Spellcasting.
Fantasmic Magicus (Recharge 5–6). Mickey conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of Mickey for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tootles.Mickey summons his demonic familiar Tootles who causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 20 Constitution saving throw, taking 75 (8d8 + 40) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie at the start of Mickey’s next turn and acts immediately after Mickey in the initiative order. The zombie is under Mickey’s control.
Spellcasting. Mickey casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):
At will: animate dead (as an action), detect magic, dispel magic, fly, lightning bolt, mage hand, prestidigitation
2/day each: dimension door, invisibility, scrying (as an action)
1/day each: dominate monster, globe of invulnerability, plane shift (self only)
Mirthful Teleport. Mickey teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Mickey regains 80 hit points.
Mickey can take up to three reactions per round but only one per turn.
Sorcerors Counterspell. Mickey utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Mickey makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Walt’s Rebuke. In response to being hit by an attack, Mickey utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Mickey teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
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Posted Feb 15, 2024Has anyone used or playtested this?
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Posted Feb 10, 2025We NEED art for this
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Posted Apr 14, 2026