Spellcasting. Xavier is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Xavier has following Wizard spells prepared:
Cantrips (at will): Chill touch, Ray of frost, firebolt, sapping sting, shocking grasp, Toll the dead, 1st level (4 slots): Gift of alacrity, Magic missile, Shield, Silvery barbs, 2nd level (3 slots) Armor of Agathys, Misty step, Tasha's mind whip, Vortex warp, Darkness, 3rd level (3 slots) counterspell, Haste, Pules wave, 4th level (3 slots) Banishment, Dimension door, Psychic lance, 5th level (3 slots) Dominate Person, Negative Energy flood, Synaptic static, 6th level (2 slots) Contingency, Disintegrate, Flesh to stone, Mental prison, 7th level (2 slots) Delayed fire ball, Force cage, Prismatic spray, Simulacrum, 8th level (1 slot) Maze, Feeblemind, 9th level (1 slot) power word kill, time ravage. time stop.
Fiendish Blessing. The AC of Xavier includes its Charisma bonus.
Twin minds. Xavier and Elanor may both concentrate on spells.
Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 19 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.
Snatch time. Whenever a creature within 120ft of one of the Xavier's starts there turn Xavier and that creature roll apposed initiative if Xavier wins he swaps initiative with the creature and immediately takes his turn this reaction may only be used once a round.
I need more time (Costs 2 Actions). One of the Xavier's heals equal to the damage they took from the last turn.
Archmagi (Costs 1 action). One of the Xavier's cast a spell of 4th level or lower.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Midnights Arrival takes a lair action to cause one of the following effects; the Midnights Arrival can’t use the same effect two rounds in a row:
- The Hour Nears. Midnights Arrival gains a charge of leyline magic when Midnights Arrival reaches 12 charges the combat ends Midnights Arrival may use this and one other lair action on initiative count 20.
- Spell rejuvenation. 0ne of the Xavier's gains a 6th level or lower spell slot and then the Xavier's gain 1 charge of residual magic at 3 charges they may cast one 9th level spell.
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