Medium Humanoid (Evil Man), Typically Chaotic Evil
Armor Class 16 Mage Armor
Hit Points 153 (18d8 + 72)
Speed 30 ft., Walk 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
24 (+7)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws INT +11, WIS +8, CHA +8
Skills Arcana +15, Performance +8, Persuasion +8
Damage Resistances Necrotic
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Frightened, Poisoned, Stunned
Senses Darkvision 120ft, Truesight 30ft, Passive Perception 14
Languages all
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Master of Illusions. When the Illusionist is subjected to an illusion spell he automatically succeeds on the saving throw and regains 13 (3d8) hit points. Additionally, his own illusions keep him alert. He cannot be surprised and senses magic within 120 feet of him at will.

Legendary Resistance (3/Day). If the Illusionist fails a saving throw, he can choose to succeed instead.

Displacement Form. Attack rolls against the Illusionist are made with disadvantage unless the Illusionist is incapacitated.

Magic Resistance. The Illusionist has advantage on saving throws against spells and other magical effects.

Shielded Mind. the Illusionist is immune to scrying and to any effect that would sense his emotions, read his thoughts, or detect his location.

Ventriloquism. Whenever the Illusionist speaks, he can choose a point within 120 feet; his voice emanates from that point

Actions

Multiattack. Illusionist makes two Mind-Shattering Bolt attacks or exchanges one of them for a use of his Monstrous Illusions, if available. Mind-Shattering Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 29 (4d10 + 7) psychic damage, and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.

Monstrous Illusions (Recharge 5-6). The Illusionist can magically force a creature he can see within 120 feet of him to make a DC 19 Constitution saving throw. Unless the saving throw is a success, the creature is surrounded by tangible illusions of flesh-tearing monstrosities, as if encased in a field of magical energy. While encased in this way, the creature is incapacitated, has a speed of 0, and takes 13 (3d8) psychic damage at the start of each of its turns and before repeating the saving throw (save ends.)

Spellcasting. The Illusionist's spellcasting ability is Intelligence (spell save DC ). The Illusionist has the following spells prepared:

At will: illusory script, mage hand, minor illusion, mirror image

4/day each: Hallucinatory Terrain, hypnotic pattern, Phantasmal Killer

3/day each: detect thoughts, dimension door, major image, mislead, Shield, telekinesis

2/day each: delayed blast fireball, programmed illusion, seeming, teleport

1/day each: feeblemind, mirage arcane, project image

Legendary Actions

The Illusionist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Illusionist regains spent legendary actions at the start of his turn.

Illusive Dash. The Illusionist moves up to his speed in three seemingly different directions at once. If a creature hits or misses one of these projections with an opportunity attack during this move, it creates an illusion paradox and the attacker takes 19 (3d8) force damage.

Unraveling of Arcana (Costs 2 Actions). The Illusionist targets one creature he can see within 60 feet of himself. The target must succeed on a DC 19 Constitution saving throw or take 35 (10d6) force damage, and each spell of 5th level or lower on the target ends.

Masterful Illusions (Costs 3 Actions; 3/Day). The Illusionist casts the major image spell four times, targeting different areas with it. The Illusionist prefers to create images of his foes' worst fears (if he knows them) or of void-warped entities that are unfathomable to a mortal's mind. The Illusionist doesn't need to concentrate on the spells, which cease at the end of his next turn. Each creature that can see these illusions must succeed on a DC 19 Wisdom saving throw or become frightened of the illusion for 1 minute (save ends at end of turn for each frightened creature).

Description

“Out of sight, out of mind? No such luck. I’ll make you see things you that will stay with you until you die. Allow me to hasten such ephemeral joy.” – Masserkroft, the illusionist theurge. Illusionists are the ultimate special effects masters. Architects of sight and sound, delights and entertainment mixed with the capacity to engage in chaotic trickery. However, when you become a true master of ghostly projections and buried fears, an illusion is just as real as the air you breathe and the thoughts you think. The illusionist warped by the void takes that frailty common to us all and crafts a masterpiece of frightening proportions where all the darkness with us comes forth to devour us from within. Thus, imagined pain becomes as real as any other. The illusionist transcends the very concept of reality and bridges the gap between pure everything and pure nothingness.

TACTICS The Illusionist unleashes his mind-shattering arcane bolts to weaken and stun, as he targets the more susceptible to his monstrous illusions that both incapacitate and tear the flesh apart, even if it all happens in the realm of the mind. He is hard to hit, and his dashing moves can create harmful visual paradoxes. One must beware of the Illusionist as one fears a mythical monster from dreams. It will haunt you and strip you from all defenses, until there’s nothing but a broken soul trapped in an endless void of their own making

ConorBruton

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