Magic Resistance. Axel has advantage on saving throws against spells and other magical effects.
Spellcasting. Axel is an 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He can cast disguise self and invisibility at will and has the following spells prepared:
Cantrips (at will): fire bolt, minor illusion, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, shield, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): hallucinatory terrain, fire shield, phantasmal killer
5th level (3 slots): telekinesis, scrying, wall of force
6th level (1 slot): chain lightning
7th level (1 slot): mirage arcane
*The archmage casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Upon hitting half heath, Axel can cast Mirage Arcane as a legendary action to change the environment of the combat to an environment he is better suited in. This changes the lair action list to the second lair action list. This is an instantaneous effect and lasts until dismissed or Axel is defeated.
Lair and Lair Actions
Upon a lair action occuring, Axel can choose to cast Invisibility on himself for the duration of the action.
Lair Action List 1: (Seraphine's Domain)
Grasping Child - The walls open up and a childlike arm plunges through the field, covering a ten foot long bar of the map, the fingers will wiggle when the arm pulls itself out. Players have to succeed a DC17 DEX save or take (however many feet they've been pushed)/10 d6 (1d6 per feet pushed). When in the field the arm may be used to pick up and throw objects within 10ft of the adjacent walls. Alternatively, the roof of the field opens up and the arms plunge downwards into the field, creating two 20ft by 10ft rectangles of difficult terrain (the hands) connected to 10ft pillars (arms). Same saves and rules apply Tell: You can see the child's hand through the windows.
Puppet Strings 1 - Creatures in a 30ft cone (centred around a point of her choice) must make a DC17 WIS save or be linked up to the puppet strings, while controlled players must use their full movement to move to a point of her choice. Must retake the save at the beginning of each turn, DC decreasing by one for each additional controlled creature above one. Tell: Players begin to feel slightly pulled upwards
Dollhouse Split - The house splits in two, creating a 30ft gap in the arena. Players in the gap must succeed a DC17 DEX save or fall to the ground, taking xd6 bludgeoning damage. Tell: The sound of a squeaking hinge and a latch unlocking.
Lair Action List 2: (Axel's Domain)
Hall of Mirrors - All of the surfaces of the room temporarily turn into perfect specular mirrors made of shatterstone until the end of Axel's next turn. This effect works best if Axel does not cast invisibility, as it causes natural illusions of himself over many surfaces. Players can roll a DC 17 Intelligence (Investigation) check to attempt to navigate the room and figure out where things are. On a successful save, the mirrors no longer effect the individual. Otherwise, they have disadvantage on all attack rolls and saving throws that round. (Optionally, if a player rolls a critical failure, you can choose to have any spell or attack misfire and hit a target for half damage). Tell: Surfaces start to look more smooth.
Puppet Strings 2 - Thin string wires pierce the ceiling of the room and attempt to latch on to the players. Everyone must roll a DC 17 Dexterity Saving Throw. On failure, the character takes 2d6 Piercing Damage and becomes restrained until the end of Axel's next turn. Tell: Players begin to feel slightly pulled upwards
Shatterstone Rails - 3 portal pairs appear spanning the room. Trains used in the mirror dimension appear out of the portals and pass directly through the field. Players standing between a pair (5ft from direct line) must make a DC 17 dexterity saving throw. On a failed save they take 4d8 bludgeoning damage and half as much on a successful one. Tell: The portal pairs will begin to move into position along with a purple energy beam passing between them.
Previous Versions
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7/4/2025 1:12:04 PM
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Coming Soon
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