Small Humanoid (Sorcerer), Neutral Evil
Armor Class 6 Natural armor
Hit Points 12 (3d6)
Speed 20 ft.
STR
4 (-3)
DEX
10 (+0)
CON
10 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CHA +5
Senses Passive Perception 10
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Spellcasting. Clouse Vinewood is a 15th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +8 to hit with spell attacks). Clouse Vinewood has the following sorcerer spells prepared:

Cantrips (at will): control flames 
1st level (4 slots): burning hands, chaos bolt, ray of sickness

2nd level (3 slots): wither and bloom, shatter, darkness

3rd level (3 slots): fireball, vampiric touch

4th level (3 slots): blight, spirit of death

5th level (2 slots): animate objects, enervation

6th level (1 slot): chain lightning

7th level (1 slot): finger of death

8th level (1 slot): Abi-Dalzim's horrid wilting

Actions

Clouse Vinewood can make two attacks or cast a spell

Magical Whip Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 25 (6d6 + 4) bludgeoning damage. 

Magical Surge Attack: +8 to hit, 15-foot radius centered on the caster. Hit: 22 (4d8 + 4) force damage.

Bonus Actions

Clouse can cast any cantrip and first-level spell as a bonus action. 

Reactions

Absorb Damage Clouse Vinewood emanates strong magical pulses. As a reaction, these pulses can absorb damage that he would otherwise have taken. Absorb Damage will absorb up to 30 hitpoints of damage. Any damage above 30 will be taken by Clouse Vinewood. 

Legendary Actions

Clouse Vinewood can make 3 legendary actions. Legendary actions reset after his turn. 

Spell Casting (Costs 1 Action) Clouse Vinewood casts a spell

Melee Attack (Cost 1 Action) Clouse Vinewood makes a magical whip attack

Ranged Attack (Cost 1 Action) Clouse Vinewood makes a magical surge attack

Description

Clouse Vinewood is a 7-year-old human boy. Clouse is a sociopath and shows no emotions on his face besides anger and resentment. Clouse does not fully understand how his abilities work, but he can cast spells when he is experiencing a high surge of emotion, which is generally anger or hate. 

Having magic poured into him since he was a newborn, and already being a magically gifted child, Clouse developed incredibly strong magical abilities at a young age.

Lair and Lair Actions

The Vinewood Manor is Clouse Vinewoods lair. 

Lair Actions

On initiative count 0, Clouse Vinewood takes a lair action to cause one of the following effects; Clouse Vinewood can’t use the same effect two rounds in a row:

  • Cast any 6th-level or lower spell, targeting any creature inside his lair.
  • Wither any living organism inside his lair, causing them to take 2d6 necrotic damage. 

 

Mooshem

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