Small unknown, Chaotic Neutral
Armor Class 21 Arcane Ward
Hit Points 440 (40d10 + 200)
Speed 40 ft., swim 60 ft., fly 60 ft. (hover via Magic)
STR
12 (+1)
DEX
24 (+7)
CON
20 (+5)
INT
30 (+10)
WIS
22 (+6)
CHA
28 (+9)
Saving Throws DEX +13, INT +16, WIS +12, CHA +15
Skills Arcana +17, Deception +16, Insight +13, Perception +13, Sleight of Hand +14, Stealth +14
Damage Resistances Force, Psychic, Thunder
Damage Immunities Acid, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft, Passive Perception 23
Languages Common, Draconic, Grung, Primordial, Sylvan, Telepathy 120 ft
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Conjurer.

Abra Kadrabra is a master of conjuration magic, and all spells he casts from the Conjuration school cannot be countered unless the caster makes a DC 27 Intelligence check.

Hopping Reality.

As a bonus action, Abra Kadrabra can instantaneously teleport up to 120 feet, leaving behind a harmless illusion of himself that lasts until the start of his next turn.

Chaotic Arcana.

Whenever Abra Kadrabra casts a Conjuration spell, he can roll a d6:

  1. The spell affects a random additional target.
  2. The spell lasts twice as long.
  3. Abra teleports 30 feet in a random direction after casting.
  4. The spell summons a harmless rain of colorful frogs in a 30-foot radius.
  5. The spell creates a temporary door to a random plane of existence for 1 minute.
  6. Abra duplicates the spell, choosing a second target.
Actions

Multiattack.

Abra Kadrabra can cast one spell and make one Mystic Croak attack.

Mystic Croak. Melee Spell Attack: +17 to hit, reach 10 ft., one target.

Hit: 45 (8d8 + 7) force damage, and the target must make a DC 25 Wisdom saving throw or become confused (as the Confusion spell) for 1 minute.

Signature Spell – Trickster’s Rift. (Recharge 5–6)

Abra Kadrabra tears a hole in reality, choosing up to 6 creatures within 120 feet. Each target must make a DC 25 Dexterity saving throw or be randomly teleported to a different plane (DM’s choice) for 1 minute.

  • A Wish spell or similar magic can bring them back instantly.
  • If the effect ends naturally, they reappear drenched in glowing frog mucus.
Legendary Actions

Abra Kadrabra 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. He regains spent legendary actions at the start of his turn.

  • Ribbit & Vanish. Abra teleports 60 feet and turns invisible until the start of his next turn.
  • Summon Prankster Frogs. He conjures 1d4 spectral frogs that leap onto enemies’ faces, causing them to be Blinded until the end of their next turn.
  • Wild Portal (Costs 2 Actions). Abra Kadrabra rips open a small planar rift, forcing one creature within 60 feet to make a DC 25 Charisma saving throw or be banished to a random harmless demiplane for 1 minute.
Mythic Actions

Mythic Transformation – Lord of the Infinite Leap

When Abra Kadrabra is reduced to 0 HP, instead of dying, he transcends into pure magical energy, fully restoring himself to 440 HP and unlocking his true chaotic form.

  • All of his spells have no material or verbal components—he casts with a thought.
  • He gains an additional legendary action per turn (4 total).
  • At the start of each of his turns, reality bends unpredictably, causing one of the following (roll 1d4):
    1. Everything swaps places – all creatures in a 300-foot radius randomly switch positions.
    2. Gravity shifts – creatures must make a DC 25 Dexterity save or float upside down for 1 minute.
    3. Time hiccups – all creatures must make a DC 25 Intelligence save or lose their next action.
    4. A rain of golden frogs heals everyone for 50 HP but also confuses all creatures for 1 turn.
  • Mythic Action: Supreme Trickster’s Gambit (Recharge 6).

    Abra Kadrabra unleashes the ultimate trick, distorting fate itself.

    • All creatures within 120 feet must make a DC 25 Wisdom saving throw.
    • On a failure, each target is swapped with a random creature in another location on the same plane, appearing somewhere within 1 mile.
    • If a target succeeds, they instead experience a momentary vision of every possible future, causing them to be Stunned for 1 round.
InstantLiquidation

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