Fey Step (Recharge 4 - 6). As a bonus action, the merchant can teleport up to 30 feet to an unoccupied space it can see.
Spellcasting. The Cloaked Merchant is a 8-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Cloaked Merchant has following spells prepared:
Cantrips (at will): Chill Touch, Frostbite, Poison Spray, Vicious Mockery
1st level (6 slots): Chromatic Orb, Disguise Self, Guiding Bolt 2nd level (4 slots): Dragon's Breath, Rime's Binding Ice, Wither and Bloom 3rd level (4 slots) Vampiric Touch
Magic Resistance. The merchant has advantage on saving throws against spells and other magical effects.
Alchemical Setup. Any living creatures that starts its turn within 10 feet of the merchant must make a DC 17 Constitution saving throw. On a failed save, the creature becomes [Tooltip Not Found] until the end of the merchants next turn
Multiattack. The merchant makes two weapon attacks. The merchant can cast one spell in place of one of these attacks.
Heavenly Flame. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 18 (2d6 + 6) slashing damage, plus 10 (1d6) radiant damage, and 5 (1d6) necrotic damage.
Unstable Concoction. Ranged Weapon Attack: +9 to hit, range 30ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 9 (2d8) acid damage, The target and everyone within 5 ft must make a dexterity saving throw or take 2d8 acid damage
Marionette Control. The merchant can telepathically issue commands to all marionettes in play. If no commands have been issues on this turn, the marionettes will remain motionless and receed back skyward to the ceiling after 2 turns of inactivity.
Blinding Dust. Upon taking melee damage, the attacker must make a constitution saving throw or be blinded until the end of the merchants next turn
Marionette Substitute. Upon taking damage, distribute any nonmagical damage between all available marionettes still in play equally
Mega Marionette Form. When the Merchant would take fatal damage, their puppet eye would crack and they would discard their cloak and double in size revealing four clawed arms, dealing 2d10 acid damage on hit and regenerate 3/4 of their health back and gaining an AC of 20
Description
The Merchant stands at a meger 5 foot 6inches. he is drenched in a old, patchwork trenchcoat with many pockets and open up to reveal more pockets that contain lots of items. The merchant wears a oversized hood and cowl concealing his features except for what looks like a fake puppet eye constantly rolling around in its socket.
Lair and Lair Actions
The Merchants lair looks like a *****'s simple wooden caravan from the outside, adorned with signs and supplies for a store. Upon entering the caravan, the doors open onto what looks like a theatre with the walls lined with various types of marionettes and puppets of different sizes and configurations. marionettes has the following stats (ac - 15, melee attack - +5, 1d8+3)
Lair Actions
On initiative count 1 (losing initiative ties), the Merchant takes a lair action to cause one of the following effects; the Merchant can’t use the same effect two rounds in a row:
- Summon a group of marionettes (up to 2 marionettes per player at a time) to animate and fly from the walls to flank the merchant
- Replace two of the summoned marionettes with an upgraded version, with multiattack and higher AC (+2)
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