Medium Humanoid, Any Alignment
Armor Class 14 (16 with mage armor)
Hit Points 75 (14d8 + 28)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
17 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +5, CHA +7
Skills Arcana +4, History +4
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Cantrips:

Vicious Mockery. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw of 16 or take (2d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its turn.

1st Level (4 slots)

Burning Hands. As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw 15. A creature takes (3d6) fire damage on a failed save, or half as much damage on a successful one.

Dissonant Whispers. You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw 16. On a failed save, it takes (3d6) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

2nd level (3 slots):

Cloud of Daggers. You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes (4d4) slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. 

Dissonant Whispers. You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw 16. On a failed save, it takes (4d6) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw 16. On a failed save, a creature takes  (3d8) thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

3rd level (3 slots):

Cloud of Daggers. You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes (6d4) slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. 

Dissonant Whispers. You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw 16. On a failed save, it takes (5d6) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw 16. On a failed save, a creature takes  (4d8) thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Hypnotic Pattern. You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw 16. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4th level (2 slots):

Cloud of Daggers. You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes (8d4) slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. 

Dissonant Whispers. You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw 16. On a failed save, it takes (6d6) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw 16. On a failed save, a creature takes  (5d8) thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Raulothim's Psychich Lance. You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw 16. On a failed save, the target takes (7d6) psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

 

Monster Tags: NPC

Sladeakakevin

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