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
Spell Casting
WarCaster
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)
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.