Bardic Spellcasting.
Brad is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He knows the following spells:
- Cantrips (at will): Friends, Mage Hand, Message, Minor Illusion, Vicious Mockery
- 1st level (4 slots): Charm Person, Disguise Self, Healing Word, Silvery Barbs
- 2nd level (3 slots): Enhance Ability, Hold Person, Mirror Image
- 3rd level (3 slots): Counterspell, Enemies Abound, Hypnotic Pattern
- 4th level (3 slots): Charm Monster, Greater Invisibility, Polymorph
- 5th level (3 slots): Dominate Person, Geas, Mislead
- 6th level (2 slots): Mass Suggestion, Otto's Irresistible Dance
- 7th level (2 slots): Etherealness, Forcecage
- 8th level (1 slot): Mind Blank
- 9th level (1 slot): Foresight
Bardic Inspiration (d12, 5/Short Rest)
Brad can inspire others through stirring words or music. A creature within 60 feet that can hear him gains a d12 Bardic Inspiration die.
Song of the Deceiver
Whenever Brad successfully charms a creature, he can choose to compel it to make an additional Wisdom saving throw (DC 22). On a failure, the creature's mind is clouded, and it is unable to distinguish friend from foe. Until Brad or one of his allies directly attacks the creature, it will defend Brad and his allies against other opponents, thinking them trustworthy.
Legendary Resistance (3/Day)
If Brad fails a saving throw, he can choose to succeed instead.
Multiattack.
Brad makes two attacks with his Enrapturing Blade or uses his bardic spellcasting ability.
Enrapturing Blade
Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 15 (3d8 + 4) psychic damage, and the target must make a DC 22 Wisdom saving throw or be charmed by Brad until the end of its next turn.
Subjugating Word (Recharge 5–6)
Brad speaks a phrase in a soft tone, overwhelming the mind of one creature within 60 feet that can hear him. The target must succeed on a DC 22 Wisdom saving throw or be paralyzed by Brad's influence for 1 minute. The paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Item: Heartglass Amulet
Wondrous Item, artifact (requires attunement)
The Heartglass Amulet is a dark, crystalline pendant embedded with a shard of ice from the Prince of Frost. As long as Brad wears the Heartglass Amulet, he cannot die of old age and instead absorbs time from others to sustain his life.
- Life Theft. Once per day, Brad can use his action to target a creature within 30 feet. The target must succeed on a DC 22 Charisma saving throw or lose one day of its life, which is then added to Brad’s lifespan.
- Eternal Preservation. If Brad is reduced to 0 hit points while wearing the Heartglass Amulet, it shatters, healing him for 100 hit points and rendering him immune to all damage types until the end of his next turn. However, this will sever Brad’s link to the Prince of Frost, rendering the amulet useless until the Prince personally recharges it.
Legendary Actions
Brad can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Brad regains spent legendary actions at the start of his turn.
- Commanding Stare. Brad targets a creature he can see within 30 feet. The creature must succeed on a DC 22 Wisdom saving throw or be charmed until the end of Brad's next turn.
- Misleading Mirage (2 actions). Brad creates a mirror image of himself in an unoccupied space within 30 feet. The image moves and speaks on his turn and lasts until the start of his next turn, distracting enemies and granting him advantage on Dexterity saving throws and Stealth checks.
- Ensnaring Melody (3 actions). Brad plays a haunting tune, targeting up to three creatures within 60 feet. Each target must succeed on a DC 22 Wisdom saving throw or fall under the effects of the Otto's Irresistible Dance spell until the end of Brad’s next turn.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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