| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | −1 |
| DEX | 14 | +2 | +2 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +7 |
| WIS | 15 | +2 | +2 |
| CHA | 10 | +0 | +0 |
Mordenkainen's magnificence: Carl is able to use Mordenkainen's sword and magnificent mansion for free once per short rest.
Missile master: Carl adds 1 extra bolt of magic missile per casting, no matter the spell slot.
Potent cantrip: When Carl uses a cantrip but it misses or the target succeeds the saving throw, the target still takes half damage.
Svirfneblin magic: Carl can cast non-detection on himself at will, and can use Disguise self, Blindness/Deafness and Blur for free once per long rest.
Magic initiate (Wizard): Carl gets the cantrips Chill touch and Mage hand, and can use Mage armour for free once per long rest.
Magic Resistance: Carl has natural resistance to all spells indirectly and directly targeting him.
Spellcasting. Carl is a 7th-level spellcaster. Its spellcasting ability is 25 (spell save DC 17, +8 to hit with spell attacks). Carl has following Wizard spells prepared:
Cantrips (at will): Chill touch, Control flames, Fire bolt, Mage hand, Gust
1st level (5 slots): Disguise self, Magic missile, Tasha's Hideous laughter
2nd level (4 slots): Blindness/Deafness, Blur, Mirror image
3rd level (4 slots): Counterspell, Fireball, False life
4th level (3 slots): Banishment, Blight, Conjure minor elementals
5th level (3 slots): Conjure elemental, Dominate person, Summon dragon
6th level (3 slots): Mass suggestion, Otto's irresistible dance
7th level (3 slots): Finger of Death, Reverse gravity, Simulacrum
Unarmed strike: 0 bludgeoning damage, +5 to hit.
Quarterstaff of the acrobat: 1d6+1 bludgeoning damage, +7 to hit.
Mordenkainen's sword: 4d12+5 slashing dmg, +12 to hit
None
Opportunity attack: Use an attack when someone leaves your melee range
Counterspell: Use counterspell to attempt to interrupt someone's casting of a spell.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
Enter a general description for your monster here.
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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