Medium Monstrosity (Human, Sorcerer)
Armor Class 18 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws STR +9, CON +9, CHA +11
Damage Vulnerabilities Psychic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 17
Languages Telepathy 120 ft. Only languages it knew in life
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The Altered One has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Altered One makes two Chilling Grasp attacks, or one Arcane Bolt with one Chilling Grasp attack.

Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and the Altered One regains 14 hit points.

Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Mind Blast (Recharge 5–6). The Altered One magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 38 (6d8 + 4) psychic damage and be stunned for the next 30 seconds. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. The Altered One may cast one of the following spells (replacing Multiattack if during combat), requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: detect thoughts, disguise self, fire bolt, mage hand, "mind sliver",  prestidigitation

1st level (4 slots): "chaos bolt", magic missile, sleep

2nd level (3 slots): "mind spike", misty step, "wither and bloom"

3rd level (3 slots): dispel magic, fireball, hypnotic pattern

4th level (3 slots): ice storm, "sickening radiance", wall of fire

5th level (2 slots): cloudkill, "synaptic static", telekinesis

6th level (1 slot): chain lightningglobe of invulnerabilityscatter

Reactions

Negate Spell (3/Day). The Altered One targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 5th level or lower, the spell fails, but any spell slots or charges are not wasted.

Shield (3/Day). The Altered One raises a barrier in response to an attack, increasing AC by +5 until its next turn, and takes no damage from any attempted magic missile spells.

Description

With Szass Tam's desire to spread his reach beyond the kingdom of Thay, the Red Wizards were charged with creating armies to ease the burden of the draft.  In the early 1400s, they learned to birth creatures such as the Chosen Ones and Blooded Ones through unholy means, but these monstrosities were void of intellect.  Chosen Ones were little more than mutated thralls, and they became difficult to control in large numbers. The Blooded Ones, mostly orcs, were enhanced to be "perfect" warriors but lacked intelligent decision-making in combat. It wasn't until 1478 that the Red Wizards concocted a way to create the ideal weapons of destruction: the Altered Ones.

Altered Ones resemble their original races better than their predecessors, but their flesh has hardened into a natural armor superior to a druid's barkskin. Like Blooded Ones, the Altered Ones are also stronger and hardier than their original bodies, but they are sentient, spec ops agents who have been brainwashed and subjected to Geas spells. Memories and personalities have been deleted, leaving intelligent golem-like soldiers capable of carrying out conversations, split-second decisions in combat, and even espionage without emotional hangups.

Full production of the Altered Project began in 1480 when the Red Wizards began buying "undesirables" such as slave children—or kidnapping urchins who would not be missed—and taking them to bunkers beneath Thaymount for testing. Approximately 1000 subjects were taken to each bunker (A or B) every year.  They were stripped of their names and tattooed by Year-Number-Bunker on the backs of their necks, with the number resetting to 01 at the new year.  These tattoos would also serve as magical tracking devices should a subject somehow escape.

Much like the Chosen and Blooded, the Altered Ones were created via numerous rituals and torture. The Red Wizards discovered that by exposing malleable subjects, i.e children, to effects of magic, elixirs, and harsh environments after inoculating them with the blood of a true-born sorcerer, 1 out of 37 would transcend. As of 1492, over 1000 subjects survived to become Altered, but only a little over 200 remain living.  The Red Wizards are still identifying ways to prevent the strenuous psychic damage from reducing their lifespans. 

When a child is abducted for the Altered Project, all hope is lost, even for the relief of death.  The experiments have claimed over 40,000 lives, and many of their corpses, Altered or otherwise, are being recycled by the Red Wizards who practice necromancy.  

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