Special Equipment. Collair has a Rapier of Wounding, a Ring of Protection, a Ring of Free Action, a Potion of Vitality, and a Shortsword, +3.
Dragon wings. Collair can create (and dismiss) dragon wings as a bonus action to gain a flying speed equal to his current walking speed.
Spellcasting. Collair is a 20 + level spellcaster. his spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Collair has the following sorcerer spells prepared:
Cantrips (at will): Chill Touch, Frostbite, Mold Earth, Ray of Frost, Shocking Grasp, Thunderclap, Green Flame Blade, Booming Blade, True Strike
1st level (9 slots): Absorb Elements, Burning Hands, Magic Missile, Shield, Thunderwave, Ray of Sickness, Tasha's Caustic Brew, False Life
2nd level (8 slots): Invisibility, Misty Step, Aganazzar's Scorcher, Darkness, Dragon's Breath
3rd level (8 slots): Lightning Bolt, Water Walk, Thunderclap, Dispel Magic, Vampiric Touch
4th level (8 slots): Blight, Sickening Radiance, Fire Shield, Banishment, Lightning Charge
5th level (7 slots): Telekenisis, Summon Draconic Spirit, Wall of Stone, Dominate Person
6th level (7 slots): Disintegrate, Circle of Death, Mental Prison, Draining Touch
7th level (7 slots): Finger of Death, Power Word Pain, Draconic transformation, Earthslam
8th level (6 slots): Abi-Dalzim's Horrid Wilting, Power Word Stun, Demiplane, Sunburst
9th level (6 slots): Power Word Kill, Psychic Scream, Time Stop, Demonic Transformation
Draconic Presence. Collair can channel the dread presence of his dragon ancestor, causing those around him to become awestruck or frightened. As an action, Collair can draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to his aura for 24 hours.
Elemental Affinity. When Collair casts a spell that deals cold damage, he has a +5 added to his damage roll.
Legendary Resistance (4/Day). If Collair fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Collair is immune to spells of the 4th level or lower. he has advantage on saving throws against all other spells and magical effects.
Life Ending. If a creature Collair has killed fails its death saving throws, it cannot be revived, healed, or turned into an undead, no matter what magical effects are used. Also, creatures who make death saves because of Collair’s attacks make the throws with disadvantage.
Multiattack. Collair makes one attack with his shortsword and one with his rapier.
Rapier of wounding. Melee Weapon Attack: +5 to hit, reach 5 ft, 1 target. Hit: 10 (1d8 + 5) piercing damage plus 1d4 for each hit made against the creature with this weapon.
Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft, 1 target. Hit: 8 (1d4 + 5) piercing damage.
Shortsword, +3. Ranged Weapon Attack: +14 to hit, reach 5 ft, 1 target. Hit: 12 (1d6+8) piercing damage.
Crossbow, Light. Ranged Weapon Attack: +11 to hit, range 80/320 ft, 1 target. Hit: 10 (1d8 + 5) piercing damage.
Summon Wraith (3/Day). Collair magically summons the spirit of a dead sorcerer, which appears as a wraith (see the Monster Manual). The summoned wraith appears in an unoccupied space within 60 feet of Collair, whom it obeys. The summoned wraith takes its turn immediately after Collair. It lasts until it or Collair dies, or until Collair dismisses it as a bonus action.
Counterattack. If Collair is attacked and takes damage from a critical hit, he can use one of his attacks as a reaction against the attacker. The attack roll has advantage, does 1 more die of the weapon's damage, and Collair has a +1 added to his attack roll.
Deflect projectiles. If Collair is hit with a ranged weapon attack he can make a dexterity saving throw. On a success, the ammunition breaks, and Collair takes no Damage. On a failed save, Collair takes normal damage.
Collair 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. Collair regains spent legendary actions at the start of his turn.
Cantrip. Collair casts a cantrip.
Pain. (Costs 2 Actions). Collair casts the Power Word Pain spell.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Collair must make a DC 18 Constitution saving throw against this magic, taking 21 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.
Sonic Boom. (Costs 3 Actions). A wave of pure sonic power erupts from Collair in a fifty-foot radius. All creatures in that area must succeed on a dc18 Strength saving throw or be flung forty feet back, take 4d6 bludgeoning damage, and fall prone and deaf. On a success, the creature is knocked back half as far, is not knocked prone, and takes 2d6 bludgeoning damage. The creature is still deafened.
Kill. (Costs 3 actions). Collair casts the Power Word Kill spell.
Description
An Eladrin elf, he is easily the most powerful humanoid on earth. He spends all his time studying, and is merciless to thieves of his many tomes and magic items, or intruders, yet will let you in his home with a gift of arcane knowledge, books, or magic items. He has a draconic bloodline (White Dragon) which has given him his sorcerous abilities. He always wears a black velvet robe, which contrasts sharply with his white hair and pale grey eyes. Collair has also delved so deep into his sorcerous abilities that he cannot physically age. Valtrevok has immersed himself into his magic further than anyone has ever thought possible, to the point where some question whether he has free will anymore.
Lair and Lair Actions
Collair often prefers to make his home in an old watchtower, But he fills it with tomes of arcane knowledge, spells, and magic items. He does not like intruders, and kills any who do not bear magical gifts for him.
Lair Actions
On initiative count 4 (losing initiative ties), Collair takes a lair action to cause one of the following effects; the Collair can’t use the same effect two rounds in a row:
- Collair has a +2 added to any roll he makes. Also, all of his saving throws and attack rolls have advantage. This lasts 12 hours after the combat ends.
- Collair casts the blight spell (6th-level version) using no spell slots.
- All the creatures attacking Collair roll a d100. If they roll a 10 or lower, they are banished to the abyss for 2d4 days, and return to Collair's plane of existence in an unknown location.
Regional Effects
The region containing Collair’s lair is controlled by magic, which creates one or more of the following effects:
- Any ranged weapons used inside Collair's lair deal 1/2 the normal damage, rounded down.
- A strong magical aura is cast from Collair's lair, letting any creatures within 2d10x10 feet know they are near his lair, and where his lair is.
- Whispers of the dead fill the woods around Collair's home. These spirits talk in several different languages, and sometimes switch mid-speech.
If Collair dies, these effects fade over the course of 3d6 days.
Previous Versions
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