Medium Humanoid (Any Race, Cleric), Chaotic Evil
Armor Class 15 Natural Armour
Hit Points 80 (20d8 + 1)
Speed 30 ft., Paul can sprint very fast, but he rarely does, preferring to walk menacingly
STR
8 (-1)
DEX
14 (+2)
CON
9 (-1)
INT
25 (+7)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws INT +11, WIS +10, CHA +11
Skills Arcana +22, Deception +15, Persuasion +15
Damage Vulnerabilities Radiant
Damage Resistances Damage from Spells
Condition Immunities Charmed, Frightened, Petrified
Senses Darkvision, Passive Perception 14
Languages All Whatever fits your campaign
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Convincing Con Artist. Paul is able to act as completely different person than who he truly is, fooling even the smartest individuals. This makes it very easy for Paul to join a party and get them to kill things for him.

Spellcasting. Paul is a 9th-level spellcaster.

Cantrips (at will): [Eldritch Blast - 4 beams], [Any Necromancy Cantrip]

All Level Spells: Shield, Conjure Elemental, He is very good at Suggestion and Mass Suggestion (Gains A,

Paul can use almost any spell, as he is 9th level and has learned many things, I would suggest having him use spells reliant on Necromancy. He has one very powerful spell described in his actions.

Actions

Raise the Dead Supreme. This is a version of raise the dead that is extremely powerful. Paul must cast this spell without getting hit, but once he finishes he can bring almost all types of monstrosity's back to life. He has some control over these creatures

Bonus Actions

How they normally do.

Reactions

Stab of Death. If Paul attempts to get close to someone for any reason and is in range to put his hand on their shoulder, he is able to do this. Auto hits, doing 7 damage, and makes them a special type of prone where the player can get back up or die: Dex Save DC 7 (This should be raised 1-2 for every player level over 5, stoping at 15): The player is able to get back with new resolve and a cool monologue. They then get advantage on all attacks for 2 turns. If they fail the player will start rolling death saves with disadvantage.

 

Legendary Actions

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

He can be any race (I used half-elf in my campaign).

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Flashest_Around

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