Medium Swarm of Large constructs, Typically Lawful Evil
Armor Class 9 Light
Hit Points 174 (20d12)
Speed 30 ft.
STR
19 (+4)
DEX
16 (+3)
CON
23 (+6)
INT
26 (+8)
WIS
30 (+10)
CHA
27 (+8)
Saving Throws WIS +16, CHA +14
Damage Resistances Acid, Poison, Psychic
Condition Immunities Blinded, Charmed, Incapacitated, Prone, Unconscious
Senses Passive Perception 20
Languages Common, Dwarvish, Elvish, Gnomish, Thieves' Cant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Proficiencies
 
Arcana
Deception
 
Otherworldly Patron

You have struck a bargain with an otherworldly being.

The Fiend
 
Pact Magic

You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 17, Spell Attack +9). You can use an arcane focus as a spellcasting focus.

Expanded Spell List

Additional spells are added to the warlock spell list for you.

Dark One’s Blessing

When you reduce a hostile creature to 0 HP, you gain 7 temp HP.

Dark One’s Blessing: (No Action)
 
Eldritch Invocations

You learn fragments of forbidden knowledge that imbue you with an abiding magical ability.

Repelling Blast

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Eldritch Spear

When you cast eldritch blast, its range is 300 ft.

Pact Boon

Your otherworldly patron bestows a gift upon you for your loyal service.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows that grants you additional cantrips that don't count against your number of cantrips known. If you lose the book, you can perform a 1-hour ceremony to receive a replacement during a short or long rest.

Gust(Cantrip)
Resistance(Cantrip) • Legacy
Vicious Mockery(Cantrip) • Legacy
 
 
 
Spellcasting

You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 17, Spell Attack +9) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 8, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
 
Arcane Tradition
 
School of Evocation
 
Evocation Savant

The gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Sculpt Spells: (No Action)
 
 
Potent Cantrip

When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

You can add your INT modifier (+3) to one damage roll of any wizard evocation spell you cast.

Overchannel

When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage (+1d12 per use of this feature) for each level of the spell after you cast it. This damage ignores resistance and immunity.

Overchannel: (No Action)
 
Skills

You gain proficiency in one skill of your choice.

Performance
 
Magic Initiate (Druid)
 
 
Resistance(Cantrip)
Resistance(Cantrip)
Cure Wounds(1st)
 
Magic Initiate (Cleric)
 
 
Resistance(Cantrip)
Resistance(Cantrip)
Cure Wounds(1st)
 
Skilled
 
Dragonchess Set
Intimidation
Perception
Alert

Initiative Proficiency. When you roll Initiative, add +6 to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Spellcasting.

Checkz is a 8th-level spellcaster. Its spellcasting ability is 26. Checkz has the following wizard, warlock, druid, cleric, and boon spells prepared:

Cantrips (at will): Frostbite, Gust, Eldritch Blast, Mage Hand, Ray of Frost, Resistance, Vicious Mockery

1st level (# slots): Mage Armor, Bane, Color Spray, Grease, Cure Wounds 2x

2nd level (# slots): Enhance Ability, Enlarge/Reduce, Blindness/Deafness, Ray of Enfeeblement, Bane, Web, Color Spray, Enthrall, Misty Step

3rd level (# slots): Haste, Protection from Energy, Fear, Slow, Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell

4th level (# slots): Stoneskin, Elemental Bane, Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion

5th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion

6th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion

7th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion, Symbol, Teleport, Mirage Arcane

8th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Power Word Stun, Color Spray, Counterspell, Confusion, Antimagic Field, Mirage Arcane

 
 

 

Actions
Actions
 
Ray of Frost
Cantrip Wizard
60ft.
 
V/S
 
Eldritch Blast
Cantrip Warlock
300ft.
 
Count: 4, V/S
 
Poison Spray
Cantrip Warlock
30ft.
 
V/S
 
Ray of Enfeeblement
2nd Leve Warlock Concentration
60ft.
 
Debuff
D: 1m, V/S
 
Unarmed Strike
Melee Attack
5ft.
Reach
 
 
Unarmed Strike

You make a melee attack that involves using your body to deal one of the following effects:

Damage: You make an attack roll against the creature, and on a hit, you deal 1 Bludgeoning damage.

Grapple: The target must succeed on a DC 14 Str./Dex. (it chooses which) saving throw or it has the Grappled condition.

Shove: The target must succeed on a DC 14 Str./Dex. (it chooses which) saving throw or you can either push it 5 ft. away or cause it to have the Prone condition.

Start Match

A 160ft by 160ft platform appears with the summoner on the edge of one side and all opponents on the other side. Opponents are given roles:

Pawn: may only move forward 20ft twice or move forward diagonal 20ft once, upon reaching the other side of the board they may change to any other role besides King
Rook: may only move in a straight line however long inside the board once
Bishop: may only move in a diagonal line however long inside the board once
Knight: may only move 20ft in one strait direction followed by moving 40ft in another direction once
Queen:  may move in a straight or diagonal line however long inside the board once
King: may move in a straight or diagonal line 20ft
 

Summoner receives constructs of the roles to control, one move per action performed, from any distance as long as they stay on the board: Pawn 8, Rook 2, Bishop 2, Knight 2, Queen 1. Constructs are based on common summons and each have one additional ability:

Pawn: able to use other roles ability once in combat except for King
Rook: receives 50% boost in AC
Bishop: advantage on ranged attacks
Knight: advantage on sneak attacks or backstabs
Queen: advantage on all attack rolls
King: receives additional AC equal to their current level and advantage on counterattacks
 
Gambit: once per match, all damage taken by constructs this turn reflects back to the attacker with an additional 25% boost in damage
Bonus Actions
Actions in Combat
Two-Weapon Fighting
Spells
Misty Step(2nd)
Reactions
Actions in Combat
Opportunity Attack
Spells
Counterspell(3rd)

Description

A member of the TTO (Table-Top Organization) that is oddly moral about specific things. Least evil of all members and follows a strict code. However, they are also the most obnoxious opponent to face out of all members except maybe the leader. They used to wander the world battling all they met, killing those who lost. It was the leader who eventually defeated them and convinced them to join the TTO.

Monster Tags: controller

Habitat: GrasslandHillMountainUrban

ALKHEMIST

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