Legendary Resistance (2/Day). If the black fly wizard fails a saving throw, it can choose to succeed instead.
Malignant Arcana: The black fly wizard is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The black fly wizard has the following wizard spells prepared:
Cantrips (at will): mold earth, prestidigitation, mind sliver
1st level (4 slots): detect magic, jim's magic missile, shield, arms of hadar
2nd level (3 slots): acid arrow, detect thoughts, vortex warp, blur
3rd level (3 slots): bestow curse, counterspell, dispel magic, fear
4th level (2 slots): vitriolic sphere, dimension door
Eldritch Grasp: Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (2d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The black fly wizard can take 2 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 black fly wizard regains spent legendary actions at the start of its turn.
Cantrip. The black fly wizard casts a cantrip.
Eldritch Grasp (Costs 2 Actions). The black fly wizard uses its Eldritch Grasp.
Warp Step (Costs 2 Actions). Along with any equipment it is wearing or carrying, it magically teleports up to 60 feet to an unoccupied space it can see.
Lair and Lair Actions
A Black Fly Wizard's Lair
A black fly wizard encountered in its lair has a challenge rating of 12 (8,400 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the black fly wizard can take a lair action to cause one of the following magical effects; the black fly wizard can’t use the same effect two rounds in a row:
- The black fly wizard rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The black fly wizard targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the black fly wizard to the target. Whenever the black fly wizard takes damage, the target must make a DC 15 Constitution saving throw. On a failed save, the black fly wizard takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the black fly wizard or the target is no longer in the black fly wizard’s lair.
Previous Versions
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6/2/2023 5:47:05 AM
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