Distortion Zone: in a 50ft radius around Cadel, fate and causality loses its foundation, if any attack, check, or saving throw is made within this area other than Cadel's, Cadel may choose for it to become a failure, critical faliure, success, or critical success, additionally, Cadel may change the damage type of the attack
Racket Game: if Cadel becomes the target of a ranged attack, he may make a dexterity saving throw, if he succeeds, a magical racket appears in his hand and he strikes the projectile back towards the attacker, the attack uses the attacker's modifiers in this case
Cartoon Violence: any damage that Cadel would deal or be dealt is converted into feet of movemen away from the orgin of attack, in which case the "damaged" creature is knocked prone
Spellcasting: Cadel is a 20th level spellcaster, his spellcasting ability is Charisma, (spell save DC: 20) Cadel has the following spells prepared
Cantrips (at will): dancing lights, mage hand, minor illusion
1st level (12 slots): Animal Friendship, Chaos Bolt, Chromatic Orb, Color Spray, Disguise Self, Faerie Fire, Unseen Servant
2nd level (10 slots): Enlarge/Reduce, Invisiblity, Misty Step, Pyrotechnics,
3rd level (9 slots): Catnap, Fireball, Lightning Bolt, Major Image
4th level (8 slots): Greater Invisibility, Hallucinatory Terrain, Polymorph
5th level (7 slots): Animate Objects, Creation, Dream, Seeming
6th level (5 slots): Chain Lightning, Programmed Illusion
7th level (4 slots): Crown of Stars, Delayed Blast Fireball, Prismatic Spray, Reverse Gravity, Teleport
8th level (3 slots): Demiplane
9th level (2 slots): Meteor Storm, True Polymorph, Wish
Wild Magic Surge: Once per turn, Cadel rolls a d20 immediately after casting a spell of 1st level or higher. If Cadel rolls a 1, roll on the Wild Magic Surge table to create a magical effect.
Spell Bombardment: When Cadel rolls damage for a spell and rolls the highest number possible on any of the dice, he may choose one of those dice, roll it again and add that roll to the damage. Cadel can use the feature only once per turn.
Prepostrous Luck: when rolling an attack, skill check, or saving throw, Cadel rolls three times and picks the highest result
Toy Hammer: + 10 to hit, reach 15ft, 22 (2d12+10) magical bludgeon damage
Thousand Fools' Parade: when using this actionc, Cadel offers a game with stakes other than life to the target creature, (it can magically understand his statements regardless of language) once agreed, the rules of the game are enforced by magic and cannot be broken for the duration of the game, Cadel is always given an advantage that makes him nearly unbeatable
Taunt: as a bonus action Cadel taunts a target creature, they must make a DC 19 Wisdom saving throw, on a failed save, their face turns red and steam pours out of their ears with the aound of a kettle boiling and they must spend their next d4 turns moving towards Cadel and attacking with disadvantage
Conveniently Placed Bottomless Pit: a creature that ends its movement within 50ft of Cadel he may target it with this reaction, the creature must make a DC 22 dexterity saving throw or spend the next d4 turns falling through a bottomless pit, after which they appear in the same location that the pit was, prone
Ice Cream: when Cadel is made the target of an attack that deals cold damage, that attack instead becomes magically charged ice cream that Cadel may eat to regain hit points equal to the spells damage
Elasticity: when Cadel would be thrown into any solid surface, he may have it become perfectly elastic and propel him back to his original position
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Cadel is a seventeen year old boy wearing a red witch outfit with a wide brimmed hat, he has green eyes and blonde hair adorned with flowers
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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