Medium Humanoid, Chaotic Neutral
Armor Class 16 Natural armour
Hit Points 200 (10d20)
Speed 10 ft., Cloak of Levitation , Walk 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
15 (+2)
INT
25 (+7)
WIS
17 (+3)
CHA
12 (+1)
Damage Resistances Fire
Condition Immunities Blinded, Frightened
Gear Oil of Longevity, Oil of Sharpness
Senses Blindsight 5ft, Passive Perception 13
Languages Common, Infernal, Primordial Common, Primordial, Infernal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. The [monster name] is a 7th-level spellcaster. Its spellcasting ability is INT (spell save DC 16, +7 to hit with spell attacks). Charcoal has following Wizard spells prepared:

Cantrips (at will): Chill Touch, Mind Sliver, Concussion, Retrieve
1st level (3 slots): Accelerate/Decelerate, Tenser's Floating Disk

2nd level (2 slots): Mirror Image, Misty Step, Shadow Puppets

3rd level (2 slots): Fireball, Counter Spell, Phantom Steed

4th level (2 slots):  Banishment, Stoneskin

5th level (1 slots): Dark Dementing, Living Shadows

6th level (1 slots): Scatter, Life Drain

Actions

Spell Casting

WarCaster

Bonus Actions

Whispering Notes: Speak the name of a target within 15ft. That target must make a DC 15 CHA Save. On a fail, Take 2d6 Psychic damage and be knocked Prone. ADV if the caster is concentrating on a spell. (Recharges every 1d6+1 Rounds)

Reactions

Unnatural Aura: Reduce Damage by 4d6 Damage and deal half back to caster

Shadow Resilience: Reduce Damage by 4d6 and Push target back by 10ft

Description

Charcoal was an adventure, Searching for his wife he once lost before his wedding. Dressed in a red suit, with fascinations of how shadows work. After years of looking for his wife to which he couldn't find knew his mortal body wouldn't survive the journeys. So he took his life turning himself into a Lich. Still looking for his past life. Now a commander of a circus to avoid major suspicion.

Lair and Lair Actions

Charcoals Lair involves a circus Tent staggeringly tall to which he uses to avoid suspicion, the shadows within the tent aren't to which meets the eye.

Lair Actions

On initiative count 14 (losing initiative ties), Charcoal takes a lair action to cause one of the following effects; Charcoal can’t use the same effect two rounds in a row:

  • The shadows become alive, A target entering or starting their turn inside the Darkness must make a STR or DEX save (DC 10) Or become restrained.
  • The Air becomes Thick with voices of every Creatures nightmares. Any Creature within 30ft of Charcoal has a -1 to every Ability Check.

 

Habitat: Underdark

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