Conjoined Soul Aura. Thanks to the fused souls of his alternate versions, Cosmo gains extra health and regenerates 20 HP per round. For every 35 damage he takes, he loses one of his souls, lowering his max HP by 35, to a minimum of 35 max HP.
Spellcasting. Cosmo is a 10th-level spellcaster. His spellcasting ability is Charima (spell save DC 19, +8 to hit with spell attacks). Cosmo can cast the following spells:
Cantrips (at will): mage hand, prestidigitation, eldritch blast
1st level (4 slots): detect magic, magic missile, shield, silvery barbs
2nd level (3 slots): blindness/deafness, gust of wind, levitate, mirror image
3rd level (3 slots): vampiric touch, counterspell, dispel magic, fireball
4th level (2 slots): polymorph, banishment
5th level (1 slots): telekinesis
Nova Punch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (3d4) force damage.
Horizon-Tearing Slash. Ranged Spell Attack: +8 to hit, reach 30 ft., one creature. Hit: 12 (3d6) force damage.
Cosmo 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. Cosmo regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Teleportation (Costs 2 Actions). Cosmo teleports to an unoccupied space within 30ft. from his original position.
Lightspeed Punch (Costs 2 Actions). Cosmo moves at vertiginous speed and moves next to any enemy within 60 ft., punching them, dealing 12 (4d4) force damage. The target must succeed on a DC 16 Constitution saving throw or be sent back 15 ft. and fall prone.
Infinity Cocoon (Costs 3 Actions). Cosmo absorbs cosmic energy to protect himself, giving himself 30 temporary HP.
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