Medium Humanoid, Lawful Evil
Armor Class 16 Natural Armor
Hit Points 127 (15d8 + 60)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws INT +8, WIS +6
Skills Arcana +9, History +9
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 13
Languages Common, Draconic, Dwarvish Common, 2 other languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Chronotech Savant. Victor can add his Intelligence modifier to the damage rolls of any spell he casts.

Spellcasting. Alderman Victor is a 10-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Alderman Victor has following Wizard spells prepared:
Cantrips (at will): Mage Hand, Shocking Grasp, Message, Mending
1st level (4 slots): Shield, Magic Missile, Detect Magic

2nd Level (3 slots): Mirror Image, Misty Step

3rd level (3 slots): Counterspell, Lightning Bolt

4th level (3 slots): Fabricate, Greater Invisibility

5th level (2 slots): Synaptic Static, Telekenisis

Actions

Multiattack. Victor Makes two melee attacks.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage. 

Staff of Power. (recharges after a Long Rest) Victor releases a wave of force in a 15-foot cone in front of him. Each creature in that area must make a DC 17 Strength saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from Victor, and creatures that fail the save are pushed 10 feet away.

Legendary Actions

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

Chrono Surge (Costs 1 Action): Victor channels hextech energy to his defenses, increasing his AC by 2 until the start of his next turn.

Spell Channel (Costs 2 Actions): Victor can cast one of his prepared spells of 3rd level or lower, using a spell slot as normal.

Overclock (Costs 3 Actions): Victor overcharges the Iron Monstrosity, causing it to take an immediate extra turn. If the Iron Monstrosity has been destroyed, Victor can instead use this action to activate a device, causing a hextech energy pulse. Every creature within 20 feet of Victor must make a DC 17 Dexterity saving throw, taking 15 (4d6) lightning damage on a failed save, or half as much on a successful one.

Mythic Actions

When Victor is reduced to 50 hit points or fewer for the first time, he gains an additional action each turn and the ability to use the following Mythic Actions. The DC for these abilities is 17, the same as his spellcasting DC.

Thunderous Transformation (Recharges after a Short or Long Rest). When Victor is reduced to 50 hit points or fewer, he immediately channels raw electrical energy through his body. His form becomes slightly blurred, flickering like a faulty lantern, and his lightning scars glow intensely. Until the end of the fight, his melee attacks deal an extra 1d6 lightning damage, and any creature that hits him with a melee attack takes 1d6 lightning damage.

Arc Lightning. Victor targets up to three creatures he can see within 60 feet of him. Each target must make a DC 17 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Electric Surge (Costs 2 Actions). Victor discharges a wave of electric energy. Each creature within 10 feet of him must make a DC 17 Constitution saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Storm Teleport (Costs 3 Actions). Victor transforms into a bolt of lightning and teleports to an unoccupied space he can see within 60 feet of him. Each creature within 5 feet of the space he left and the space he appears in must make a DC 17 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

 

 

Description

Alderman Victor stands at a lean six feet tall, exuding an aura of confidence and control. His gait is assertive, his every move calculated and deliberate. He sports a tailored suit of deep navy velvet that complements his otherwise austere demeanor.

His skin is an ashen shade of pale, marred only by the intricate web of lightning scars that sprawl from the left side of his jaw, up his cheek, and ending at his forehead. These scars, a testament to a volatile experiment gone awry, glow with an occasional pulsating light - a constant reminder of the hubris that comes with his ambition. They've rendered his left eye useless, a milky white orb that stares sightlessly ahead, a stark contrast to the intense blue of his functioning right eye.

Despite the disfigurement, Victor wears his scars with pride, a perverse badge of honor that exemplifies his dedication to his craft. His hair, once a deep black, is now silvered at the temples, slicked back to perfection. His surviving eye is a piercing blue, always alight with intelligence and cunning, lending him a predatory gaze that is both intimidating and compelling.

In spite of his blindness in one eye, or perhaps because of it, Victor has an unsettling habit of looking directly at people when he speaks to them, giving the impression that he sees far more than most people realize. His smiles are scarce, but when they come, they're filled with a cold, menacing charm that few can ignore. This man is Alderman Victor - a scarred visionary, a relentless innovator, and a ruthless leader.

Habitat: Urban

Redacktd

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