Medium Humanoid (Human), Neutral Evil
Armor Class 20 (Robe of the Archmagi)
Hit Points 235 (30d8 + 100)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
20 (+5)
INT
25 (+7)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws INT +13, WIS +11
Skills Arcana +14, History +8, Insight +8, Investigation +8, Medicine +8
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated
Senses Passive Perception 15
Languages Celestial, Draconic, Dwarvish, Elvish, Infernal, Netherese
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Legendary Resistance (3x/day). When Cashaan fails a saving throw, he may choose to succeed.

Blood Pact. Cashaan can perform a ritual that takes 1 hour to bind a willing creature in a blood pact. Once bound in this way, Cashaan has influence over the bonded creature. The pact can only be ended with the agreement of both Cashaan and the bonded creature.

Endless Bond. Cashaan may cast touch spells on any bonded creature from any distance.

Blood Leash(1x/short rest). As a magic action, Cashaan can form a supernatural bond with a creature of which he shares a blood pact. The bond lasts for 1 hour or until concentration is broken. While the bond is in effect, Cashaan can use an action to learn the target's approximate distance and direction from him as well as it's current hit points and any conditions affecting it. Alternatively, he may use an action to attempt to connect with the target's senses. The target must make a DC 25 Constitution saving throw. On a successful save the bond ends, on a failure Cashaan can choose to see and hear through the target's senses for 7 minutes.

Blood Puppet(1x/short rest). As a magic action, Cashaan can force a bonded creature to make a DC 25 wisdom saving throw or become charmed by him for the duration. An unconscious creature automatically fails the saving throw and is not incapacitated when he is in control of it. On the affected creature's turn, Cashaan can command it to move up to half it's speed and use it's action to interact with an object, make a single attack, cast a spell, or do nothing. An affected creature may make a new saving throw at the end of each of its turns, ending the effect on a success. The effect lasts 1 minute or until concentration is broken.

Sanguine Siphon (7x/Short Rest).  As a magic action, Cashaan can siphon life from a bonded creature within 120ft. The creature makes a DC 25 Constitution saving throw, taking 10d8 damage on a failure and half that on a success. Cashaan then regains hit points equal to the damage dealt.

Vital Control. Cashaan may perform a 10 minute ritual to curse a bonded creature. At the end of the ritual, Cashaan may choose to either reduce the creature's constitution score by 1d8 to minimum Con score of 1, or to remove a creature's spellcasting ability. The effect can be reversed by Cashaan by repeating the ritual. A creature may only be effected by one curse at a time. This effect can only be removed by a wish spell.

 Spellcasting. Cashaan is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Cashaan gains a +2 to spell attacks and saving throws from his Robe of the Archmagi and +2 to spell attacks and saving throws from his Staff of Power. Cashaan has the following wizard spells prepared:

Cantrips (at will): chill touch, message, shocking grasp, toll the dead, true strike

1st level (4 slots): cure wounds, false life, identify, ray of sickness, shield

2nd level (3 slots): arcane vigor, crown of madness, detect thoughts, misty step

3rd level (3 slots): aura of vitality, bestow curse,  counterspell,  vampiric touch

4th level (3 slots): blight, dimension door, phantasmal killer, wall of death

5th level (3 slots): dominate person, enervation, mass cure wounds, negative energy flood

6th level (2 slots): circle of death, heal, soul cage

7th level (2 slots): finger of death, power word pain, plane shift

8th level (1 slot): dominate monster, mind blank

9th level (1 slot): foresight, power word kill

Staff of Power. This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. While holding the staff , Cashaan can cast one of the following spells from it, using his spell save DC.

Cone of Cold (5 charges), Fireball (level 5 version) (5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (level 5 version) (5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), Wall of Force (5 charges)

Actions

Multiattack. Cashaan makes three Necrotic Burst or Quarterstaff attacks and takes a magic action.

Necrotic Burst. Melee or Ranged Spell Attack: +17 to hit, reach 5 ft. or range 120 ft., one target. Hit: 29 (4d10 + 7) necrotic damage.

Quarterstaff. Melee: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage and 11 (2d10) necrotic damage.

Bonus Actions
Reactions

Grim Harvest. When Cashaan kills a creature with necrotic damage, he regains 9 (2d8) hit points.

Warding Bond. When Cashaan takes damage, he may use his reaction to give himself resistance to the attack by causing a bonded creature within 120ft to take the same amount of damage.

Spells: shield, counterspell, soul cage

Legendary Actions

Cashaan can take 3 legendary actions per round.

Soul Swap. Cashaan magically trades places with a bonded creature within 60ft of him.

Necrotic Spray. Cashaan briefly eminates necrotic energy. Each creature within 15ft of him must make a DC 25 constitution saving throw, taking 23(5d8) necrotic damage or half on a success.

Quick Sap (2 Actions). Cashaan can use Sanguine Siphon as a legendary action. His target has advantage on their con save when it is used in this way.

Monster Tags: Human

Habitat: Urban

TPG_Leo

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