Medium Humanoid (Human), Chaotic Evil
Armor Class 15 Mage Armor
Hit Points 200 (11d6 + 22)
Speed 60 ft.
STR
7 (-2)
DEX
14 (+2)
CON
15 (+2)
INT
20 (+5)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws CON +6, INT +9
Damage Vulnerabilities Radiant
Damage Resistances Poison
Damage Immunities Necrotic
Condition Immunities Blinded, Poisoned
Senses Darkvision Bright Light up to 60 feet, Dim Light to 120, Passive Perception 16
Languages Abyssal, Common, Infernal, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Eldritch Spellweaving.  Abbadarr's spells deal 2D4 bonus Necrotic damage. This bonus only applies once per spell. 

Spellcasting. Abbadarr is a 11-level spellcaster. His spellcasting ability is Intelligence. 

Abbadarr`s spell DC is 16 

Abbadarr has +7 to spell attacks

Abbadarr knows the following spells:

Cantrips:

Eldritch Blast- Abbadarr fires 3 bolts of eldritch energy. The bolts deal 1d10 force damage.

Acid Splash- Abbadarr throws an orb of acid that deals 3d6 Acid damage, or none if they succeed a DEX saving throw (DC 16)

1st level spells- (4 Slots)

Magic Missile- Abbadarr fires 3 missiles that each deal 1D4 + 1 force damage. Fires one bonus missile per higher spell slot level. Abbadarr can use Necrotic Pulse on all targets hit.

Abbadarr`s Witch Bolt- Abbadarr unleashes a bolt of energy that deals 1D12 Lightning damage + 1D8 Necrotic Damage. If the bolt hits, Abbadarr can use Necrotic Pulse on the target. 

2nd level spells- (4 Slots)

Acid Arrow- Abbadarr fires an arrow of acid towards a target. On a hit, it deals 4D4 Acid damage, and Abbadarr can use Necrotic Pulse on the target. on a miss, it deals 2D4 Acid damage. 

Abbadarr`s Hold Person- Abbadarr attempts to paralyze a target. The target must make a Wisdom saving throw (DC 16) or be paralyzed. If the target fails, Abbadarr can use Necrotic Pulse on it.

Eldritch Scorching Ray- Abbadarr fires 3 bolts of fire energy. The bolts deal 2D6 fire damage + 1D6 Necrotic damage.

3rd level spells (3 Slots)

Lightning Bolt- A bolt of lighting 100 feet long and 5 feet wide erupts from Abbadarr. All targets must make a DEX saving throw (DC 16) or take 8D6 Lightning damage, reduced by half on a success. Abbadarr can use Necrotic Pulse on all targets hit.

4th level spells (3 Slots)

Evard`s Black Tentacles- A pool of tentacles erupts in a 20-ft radius. All targets that enter the area or end their turn in the pool must succeed on a DEX saving throw (DC 16) or take 3D6 Bludgeoning damage and be restrained until the spell ends. Restrained creatures can use their action to make a STR or DEX saving throw to free themselves (DC 16). Restrained creatures take 3D6 bludgeoning damage at the start of their turn. 

5th level spells (2 Slots)

Cone of Cold- A blast of icy wind erupts from Abbadarr, dealing 8D8 Cold damage unless they make a CON saving throw (DC 16), in which case they take half damage. 

Geas- Abbadarr attempts to charm a creature for 30 days. They make a Wisdom saving throw or be charmed. If the creature fails their saving throw, they are charmed by Abbaddar, and if they try to act against his instructions they take 5D10 Psychic damage.

6th level spells- (1 Slot)

Mental Prison- Abbadarr attempts to lock a create in a mental cage. The target makes a INT saving throw (DC 16). On a failure they take 5D10 psychic damage, and on a success they take 5d10 psychic damage and are locked in a mental cage. If they attempt to escape they take 10d10 psychic damage and the spell ends.

 

Actions

Action Name. Cast a spell

Action Melee Attack.  Abbadarr strikes with a glowing purple dagger. +3 to hit, deals 1d4 + 2 piercing damage on hit plus 1d4 + 5 necrotic damage

 

Reactions

Abbadarr can cast the shield spell at-will as a reaction. This shield gives +5 to AC for the first attack it blocks, and +3 for every attack after.

Legendary Actions

Abbadarr has 6 Legendary Action Points

Shock (Costs 1 Action). Abbadarr can cast Eldritch Shocking Grasp whenever a creature hits him with a melee attack. He does not make a roll to hit, as the attack travels through the weapon into the attacker, dealing 2D8 Lightning Damage plus 2D8 Necrotic damage.

Leech Life (Costs 2 Actions). 1d4 + 1 beams of eldritch energy erupt from Abbadarr and search out the nearest form of life. On contact, the victims must make a CON saving throw (DC 16) or take 1D4 Necrotic damage and be bound by Abbadarr. Abbadarr heals for all damage dealt. On Abbadarr`s turn, he can use a bonus action to leech 1D4 health per beam. Abbadarr can bind up to 4 creatures up to 10 times, and bound targets can suffer from Necrotic Pulse. Abbadarr can use Leech Life at the start of any creature`s turn.

Necrotic Pulse Abbadarr unleashes a burst of Necrotic energy through all targetrs who have been hit by him in the last round. The victims must make a CON saving throw (DC 16) or take 4D4 necrotic damage. If a creature fails the save by half the DC (8) they are stunned for 1 round and take 2d6 psychic damage. Targets who succeed on the save take half damage.

Description

A frail man who wears nothing but a dark black robe that has hundreds of tendrils falling of off it. A mask of pure obsidian obscures his face, except for two eyes that glow a deep purple. Hair that is pure black cascades from his head, falling almost to the floor, matched by a small beard of white that coats his chin. In his right hand, an ebony staff spirals up and up from the floor to his chest, a deep purple orb resting on top of it. His left hand is gone - in its place is a knife with serrated edges and a faint purple glow. 

Lair and Lair Actions

A dimly lit, if not pitch black cave area. If the lair is in the swamp, Abbadarr may reside underneath a lake, inside a hut with corpses hanging on the outside, or other similar residences. The interior is coated with black slime and blood, and torture cages maybe be hung in a chamber- maybe with living people based on the quest that lead the party here. The reeks of death and decay, and magic runes are carved on the entrance. Some traps may include- Poison Arrows triggered by a trapdoor, clouds of Necrotic dust on chests and doors, and similar foul traps. The chambers of Abbadarr himself will often have bookcases and a sacrifice circle, or other similar devices.

In the underdark, a similar residence is found in a side passage blocked by a creaky wooden door.

Lair Actions

On initiative count 20 (losing initiative ties), Abbadarr takes a lair action to cause one of the following effects; Abbadarr can’t use the same effect two rounds in a row:

  • Four braziers light in the corners of the room, and an imp begins to emerge from each. This lair action is always used first, and when all imps are defeated, this Lair Action can be used again. The braziers do not emit any light into the chamber, and they are not removed by the darkness spell.
  • A cloud of noxious gas fills the chamber, dealing 2D4 acid damage and poisoning those who fail a CON save (DC 12)
  • A cloud of darkness begins to emerge from the floor. Cast Darkness on the room. Abbadarr is not affected. The cloud lasts one round before it dissipates.
  • Skeletal hands emerge from the floor around the sacrifice circle/other similar item in the lair. On Abbadarr`s turn, the hands combine into one and cast a duplicate of whatever spell he casts. This spell deals 5D6 Necrotic Damage, and hits if Abbadarr hits. The spell`s normal colors are replaced by a faint purple.

Regional Effects

The region containing Abbadarr, The Eldritch Wizard’s lair is surrounded by shadows and mostly clouds of noxious gas, which creates one or more of the following effects:

  • Dim Light during daytime.
  • Clouds of poison gas that deal 4D4 poison damage if a creature end a turn in them.

If the Eldritch Wizard dies, these effects fade over the course of 3 days.

Habitat: SwampUnderdark

TheSt0rmWarden

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