Medium Humanoid (Human), Neutral Evil
AC 17 Magical armour    Initiative +7 (17)
HP 150 (20d10)
Speed 30 ft.
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
Immunities Charmed
Gear Ring of spell turning, Staff of the Acrobat, Robe of the Archmagi, Potion of flying, Supreme healing potion x3, Greater healing potion x2, Potion of invulnerability (eighth full, lasts 1 round)
Senses Passive Perception 15
Languages Common, Infernal Infernal, Common
CR 3 (XP 700; PB +2)
Traits

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

 

 

Actions

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

Bonus Actions

None

Reactions

Opportunity attack: Use an attack when someone leaves your melee range

Counterspell: Use counterspell to attempt to interrupt someone's casting of a spell.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

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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.

Monster Tags: Human

sebastiancase11

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