Medium Aberration, Chaotic Evil
AC 19 Arcane Armor    Initiative +4 (14)
HP 76 (9d8 + 16)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 18 +4 +8
CON 14 +2 +2
Mod Save
INT 12 +1 +5
WIS 14 +2 +6
CHA 20 +5 +5
Resistances Poison, Damage from Spells
Immunities Exhaustion, Poisoned
Gear Deceivers Ring, Mond Signet Ring, Bloodwell Vial +2, Bracers of Armor, Thieves Tools, Clothes of Mending, 2x Potion of Healing (Greater).
Senses Blindsight 10 ft, Darkvision 120 ft, Passive Perception 15
Languages Common, Common Sign Language, Elvish, Gith, Goblin, Thieves’ Cant, Undercommon
CR 9 (XP 5,000; PB +4)
Traits

Shapechange. You are able to morph into any creature based on your knowledge of it. General physical traits of the desired form are easily achieved but the accuracy of the transformation improves with additional knowledge of the creature. The accuracy for this type of transformation is based on the table below and the DMs discretion. At will you may use a bonus action to assume the form of any creature with a CR rating equal to your CR level. You can revert to your natural form or change to another form by using another bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:
-Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. If you have sampled the creatures blood, you also gain their resistances and natural abilities but while in the form of any creature with access to spells you may only cast your own spells.
-When you transform into a creature below CR 1, you gain temporary hit points equal to its hit point total. When you lose these temporary hit points, your form reverts to normal. When you transform into a non humanoid of CR 1 or higher, your current hit points double. For example, if you have 10 hp and use your shapechange ability, you now have 20 hp. When you revert to a humanoid form, you half your remaining hp.
-Your ability to cast spells, speak, or take any action that requires hands is limited to the capabilities of your form. Transforming doesn’t break your concentration on a spell you’ve already cast however, or prevent you from taking actions that are part of a spell, such as witch bolt, that you’ve already cast.
-You choose whether your equipment falls to the ground in your space or merges into your new form.
Ageless Form. Because of your control of your physical form, the effects of aging are no longer a danger for you. Likewise, the effects of thirst, hunger, disease and poisons are easily controlled by your ever changing body.
Cunning Action. Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Magic Resistance. Your connection to the weave courses threw your veins and shields you from it's effects. You have advantage on any save against a magical effect or ability. Additionally, magical attacks against you must bypass a magical aura around you that functions like the shield spell, giving you +5 AC and negating magic missiles.
Reliable Charisma. When you make a deception skill check you may treat a d20 roll of 9 or lower as a 10. You also make all Charisma based skilled checks at advantage.
Spell Sniper. You have several advantages when attacking with spells.
Alter the Weave. When casting, you may alter the structure of the spell in different ways. You have a pool of spell points equal to your CR level. These points may be used to enhance your spells by increasing the spell level or applying a metamagic effect. You must expend 1 point per spell level beyond 1st; 2 points for 2nd level, 3 points for 3rd, 4 points for 4th, etc. This feature may only be used to raise the spell to a level equal to half your CR level rounded down.
*Your current Spell Point Pool is 9.
-Subtle Spell - When you cast a spell, you can spend 1 spell point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
-Extended Spell - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration to a maximum duration of 24 hours.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
-Distant Spell - When you cast a spell with a range of at least 5 ft., you can spend 1 spell point to double its range, or when you cast a spell that has a range of Touch, you can make the spell’s range 30 ft.
Spellcasting. You cast one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, spell attack +11 with advantage).
* At Will Cantrips: [arcane bolts] neesamovita vebov, [assistance] shevoneetzvo, [elemental burst] cherojevski vaboov[hokus pokus] kuglarstvo, [repair] naprava[twinkle lights] tinechonsay sviatla
*At Will 1st Level: [arcane armor] zbroya maga, [befuddle] zmora, [healing hand] lechich ronay, [slow fall] spadek pior, [tickle] woskotonia
Actions

Arcane Bolts. Ranged Spell Attack: +11, range 180 ft., two targets. Hit: 14 (1d10+5) [force] damage.

Elemental Burst. Ranged Spell Attack: +11, range 180 ft., one target. Hit: 10 (2d8+5) [element of choice] damage. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.

Healing Hand. Touch Spell: reach 5 ft. Hit: 14 (2d8+5) Healing. Spell Points may be used to upcast this spell adding 2d8 for each spell slot level above 1.

Befuddle. CHA 19: range 30 ft., 3 targets. Concentration up to 1 min. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Spell Points may be used to upcast this spell targeting one additional creature for each spell slot level above 1.

Tickle. Wis 19: range 30 ft., 1 target. Concentration up to 1 min. On a failed save, targeted creature has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Spell Points may be used to upcast this spell targeting one additional creature for each spell slot level above 1.

Curse of Lightning. Ranged Spell Attack: +11, range 60 ft., one target. Hit: 15 (2d12) [lightning] damage. On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you. Spell Points may be used to upcast this spell adding 1d12 to the initial damage for each spell slot level above 1.

Arcane Armor. Touch Spell: reach 5 ft. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Bonus Actions

Shapechange. You transform into a creature with CR rating less than or equal to your own.

Reactions

Slow Fall. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round for 1 min or until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Description

The years before Gray found himself trapped in the Astral Plane seem like a half forgotten dream. He grew up a street urchin and learned quickly that he had a knack for thievery. As an adult, Gray had developed quite a reputation and found himself hired to locate and procure an unknown artifact, but his success was his undoing. In a flash he found himself adrift in the Astral Plane. He spent an uncountable amount of time just floating directionless among the vast void before being captured by a Githyanki patrol. It was during this period of slavery in Tu'narath that he first discovered the arcane weave buried within him. Over the next few years, these gifts grew until the true nature of his power revealed itself to him. Now capable of miraculous transformations he was able to escape his servitude and began cutting a life out of his new existence. Gray has spent millennia experimenting with his gifts and learning their limitations. It was during this time, while disguised as a servant of Lolth in the form of a Cambion, that he observed the murder of the Draegloth Jeggred Baenre, obtaining a blood sample from the corpse. It was in the form of this notable Draegloth that years later he was able to make a deal with the Shadow Dragon Furlinastis to provide knowledge of the location of Kesson Rel in exchange for a sample of the dragon's blood. Though he has traversed the edges of the astral plane and born witness to numerous wonders, most of his life has been spent using his skills of transformation to either earn a living or to hide from the agents of Vlaakith. Recently, he found himself thrust back into the material plane on the continent of Ewigkeit. Making his way to the capitol city he found that it was immersed in a grand celebration called the Triumvirate. An amazing spectacle and series of competitions that led to his discovery of an elite group of adventurers. As he followed this group he discovered their involvement in the discovery of escalating hostilities with a foreign nation. After the adventurers departed the city, he spent a few weeks observing the Council of Nine. Selecting a clerical employee under Lord Amand Mond by the name of Evan Aldan to replace. However, after only a few weeks Lord Mond confronted him as a suspected spy only to find the truth much more interesting. Over the last few months, he has fostered an honest working relationship with Lord Mond, in which both have revealed secrets of their true natures. Through this connection, he has gotten himself assigned to a team of observers appointed by the Council of Nine to bare witness to the endeavors of the victors of the Triumvirate.
Memorable Forms:
Blood Sampled; Draegloth, Cambion, Displacer Beast, Juvenile Shadow Dragon, Troll, Warhorse, Numerous Nonspecific Humanoids. 
Knows Personally; Dire Wolf, Ghoul, Girallon, Owlbear, Reef Shark, Giant Spider, Mond's Wolf
Observed; Giant Ape, Giant Shark, Giant Scorpion, Gargoyle, Guard Drake, Giant Eagle, Giant Octopus, Giant Owl
Numerous Nonspecific Forms: 
Bat, Black Bear, Brown Bear, Cat, Deer, Eagle, Fish, Hawk, Lion, Owl, Panther, Polar Bear, Rat, Raven, Scorpion, Spider, Tiger, Wolf
Humanoid forms; Dragonborn, Dwarf, Drow, Elf, Gith, Gnome, Goblin, Halfling, Human, Kobold, Orc, Tiefling

Shapechange Outcome

Familiarity Obvious Mishap Similar Minor Inaccuracy Indistinguishable
Blood Sample 01–00
Knows Personally 01–10 11–20 21–00
Observed for at least 10 minutes 01–05 06–13 14–24 25–00
Seen Casually 01–33 34–43 44–53 54–00
Viewed once or described 01–43 44–53 54–73 74–00
False description 01–50 51–00
 
IronAsylum

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