Legendary Resistance (5/Day). If Carl fails a saving throw, he can choose to succeed instead.
Special Equipment. Carl carries a magic dagger named Dagger of Venom. Dagger of Venom is a +2 Dagger.
Carl carries a magic belt named Belt of Storm Giant Strength. Belt of Storm Giant Strength is a Belt that raises your STR to 29
Carl carries a magic bowl named Bowl of Commanding Water Elementals. Bowl of Commanding Water Elementals is a bowl that allows you to use a action to summon a water elemental
Carl carries a magic brazier named Brazier of Commanding Fire Elementals. Brazier of Commanding Fire Elementals is a brazier that allows you to use a action to summon a fire elemental
Carl carries a magic censer named Censer of Commanding Air Elementals. Censer of Commanding Air Elementals is a censer that allows you to use a action to summon a air elemental
Carl carries a magic stone named Stone of Commanding Earth Elementals. Stone of Commanding Earth Elementals is a stone that allows you to use a action to summon a earth elemental
Carl carries 4 magic Nine Lives Stealer Long Swords
Carl carries a magic Vorpal Long Sword
Undying. If Carl is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1 hr Carl new body appears within the confides of his keep. When the new body is complete, Carl regains all his hit points and becomes active again.
Multiattack. Carl can use to of the summon elemental items or activate the dagger of venom and use a spell.Or Attack twice with a nine lives stealer or Vorpal long sword
Bowl of Commanding Water Elementals use action to summon a water elemental once per dawn
Brazier of Commanding Fire Elementals use action to summon a Fire elemental once per dawn
Censer of Controlling Air Elementals use action to summon a air elemental once per dawn
Stone of Controlling Earth Elementals use action to summon a earth elemental once per dawn
Dagger of Venom. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 7 (2d20 + 1) piercing damage plus 1 (2d20) poison damage. If the target is a creature, it is afflicted by entropic magic, taking 1 (2d20) poison damage at the start of each of its turns. Immediately after taking this damage on its turn, the target must make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can’t regain hit points. in order to use the dagger you must use a action to bring the poison out and can be used once until next dawn
Nine Lives Stealer Long Sword 9 charges +6 to attack and damage is 1d8+2 slashing damage plus 1d10+2 damage if you score a critical hit and target has less than 100hp they must succeed on a 15 constitution saving throw or instantly (undead and constructs immune) die and sword loses 1 charge
Nine Lives Stealer Long Sword 9 charges +6 to attack and damage is 1d8+2 slashing damage plus 1d10+2 damage if you score a critical hit and target has less than 100hp they must succeed on a 15 constitution saving throw or instantly (undead and constructs immune) die and sword loses 1 charge
Nine Lives Stealer Long Sword 9 charges +6 to attack and damage is 1d8+2 slashing damage plus 1d10+2 damage if you score a critical hit and target has less than 100hp they must succeed on a 15 constitution saving throw or instantly (undead and constructs immune) die and sword loses 1 charge
Nine Lives Stealer Long Sword 9 charges +2 to attack and damage is 1d8+2 slashing damage plus 1d10+2 damage if you score a critical hit and target has less than 100hp they must succeed on a 15 constitution saving throw or instantly (undead and constructs immune) die and sword loses 1 charge
Vorpal Longsword +3 to attack and does 1d8+3 slashing damage and 1d10+3 damage the sword ignores resistance to slashing damage and if creature has a head and you roll 20 you cut off its head if said creature has immuity to slashing or has legendary actions attack does 6d8 extra damage.
Spellcasting. Carl casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
At will: Raise Dead (as an action), Geas, Dispel Evil and Good, Aura of Life, Banishment, Death Ward, Locate Creature, Zone of Truth, Prayer of Healing, Aid, Death Ward, Imprisonment, Abi-Dalzim's Horrid wilting
2/day each: Dimension Door, Invisibility, Scrying (as an action)
1/day each: Dominate Monster, Globe of Invulnerability, Plane Shift (self only)
Vile Teleport. Carl teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Carl regains 80 hit points.
Take 1d10 necrotic damage but your wepon now does 1d10 damage based on your rite
Rite of the Dead. The extra damage dealt by your rite is necrotic damage.
Rite of the Oracle. The extra damage dealt by your rite is psychic damage.
Rite of the Flame. The extra damage dealt by your rite is fire damage.
Carl can take up to three reactions per round but only one per turn.
Blood Curse of Fallen Puppet When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.
Dread Counterspell. Carl utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Carl makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Fell Rebuke. In response to being hit by an attack, Carl utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Carl teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Description
On countless realms, his name evokes tales of terror: Carl, the Death Knight lord. Carl, the Oath Breaker. Carl, Bluebonnet rose as a famed paladin saving villages from dragons and reclaiming land from great monsters. But Carl had changed after a task to visit a forsaken temple said to hold death, pain and torture themselves. He spent the better part of a year in that temple and when he returned he slaughtered the village and rode on in search of a Lich to become one him self and once he became one he killed his teacher permanently and went to the underdark and robbed many relics and slew many demons devils and other great monsters in his search for power. It is said he slaughtered a village with a army because he lost a game and the slaughtered the army as well.
It is said we mastered wizardry, and both the art of the blood hunter and the art of the palidin.