Medium Humanoid, Chaotic Evil
Armor Class 22
Hit Points 274 (20d8 + 169)
Speed 55 ft., Climb 55 ft., Fly 90 ft.
STR
20 (+5)
DEX
24 (+7)
CON
24 (+7)
INT
22 (+6)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws STR +13, DEX +15, CON +15, INT +14, WIS +14, CHA +15
Skills Acrobatics +13, Animal Handling +12, Arcana +18, Athletics +11, Deception +13, History +12, Insight +18, Intimidation +13, Investigation +18, Medicine +12, Nature +12, Perception +18, Performance +19, Persuasion +13, Religion +12, Sleight of Hand +19, Stealth +29, Survival +18
Damage Resistances Necrotic, Radiant
Damage Immunities Acid, Cold, Fire, Lightning, Poison, Thunder
Senses Truesight, Passive Perception 28
Languages All, Telepathy 90 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Evasion. When Adam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Fancy Footwork. If Adam makes a melee attack against a creature, that creature can't make opportunity attacks against him for the rest of his turn.

Fate's Defiler. At the beginning of each Round of combat, Adam rolls for Initiative again. That Round, Adam takes his regular turn, and then takes an additional turn at the initiative count that was rolled at the beginning of the Round.

Holding Fate. The sixty-six cards of the Deck of Many More Things orbing Adam's body are considered an object he is wearing. The orbiting cards avoids contact with other creatures and objects, unless Adam uses them for attacking, as they adjust their orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch them. Also, when Adam uses the cards to make a melee or ranged weapon attack, after hitting or missing they instantly return orbiting him.

Magic Resistance. Adam has advantage on saving throws against spells and other magical effects.

Magic Weapons. Adam's weapon attacks are magical for the purpose of ignoring resistance and immunity to nonmagical damage.

Spellcasting. Adam is a 20-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Adam has following spells prepared:
Cantrips (at will): Booming Blade, Eldritch Blast, Mending, Minor Illusion, Prestidigitation, Sword Burst, Vicious Mockery
1st level (4 slots): Alarm, Cure Wounds, Detect Magic, Faerie Fire, Goodberry, Hunter's Mark, Identify, Silvery Barbs
2nd level (3 slots): Lesser Restoration, See Invisibility, Suggestion
3rd level (3 slots): Dispel Magic, Fireball, Hypnotic Pattern, Leomund's Tiny Hut, Slow, Spirit Guardians
4th level (3 slots): Freedom of Movement, Greater Invisibility
5th level (2 slots): Greater Restoration, Scrying

Additionally, Adam can innately cast the following spells, requiring no material components:
At will: Clairvoyance, Doomtide (6th level circle spell version), Sleep, Slow
3/day each: Dirge (8th level circle spell version), Disintegrate, Dominate Monster, Eyebite, Finger of Death, Teleport
1/day each: Wish

Actions

Multiattack. Adam makes three melee or ranged weapon attacks.

Vorpal Slash of Many Things. Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 18 (2d6 + 10) slashing damage plus 20 (4d8) force damage and the target must roll a d100 on the Side Effects table. This attack ignores resistance to slashing damage. When Adam attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, he cuts off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Existance Crusher. If a creature has a skeleton, Adam can attempt to turn its bones into jelly with a touch of his hand. By using an action to make a melee attack against a creature he can reach, using his choice of melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.

Bonus Actions

Cunning Action. On each of its turns, Adam can use a bonus action to take the Dash, Disengage, or Hide action.

Merge With Shadows. While within Dim Light or Darkness, Adam can give himself the Invisible condition as a Bonus Action. The condition ends immediately after he takes an action, a Bonus Action or a Reaction.

Reactions

Adam can take up to three reactions per round but only one per turn.

Reactive Vorpal. In response to being hit by an attack roll, Adam can make one weapon attack.

Uncanny Dodge. When an attacker that Adam can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Description

The Deck of Many More Things is a magic item that in the whole multiverse creates feelings of both wonder and dread, and Adam Neddeal, from the world of Greater Ithia is the madman who created the very first one of this kind of abominations. Once a normal human, everything changed when a war between the elves and the other races took all he cherished away, and inspired by the tarot reader of his village, spent years fo his life creating the deck. After doing so, he began his plan for revenge, by creating a massive magic circle that could wipe away all life except him from the multiverse, and has of today, he is near in completing his mission.

Side Effects of the Vorpal Slash of Many Things

  1. Aberration. All Charisma rolls made by other creatures against you are made with advantage until the next Long Rest.
  2. Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful become chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
  3. Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an unoccupied space within 5 feet of your new form. You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
  4. Book. You lose the ability to speak, read, and write 1d6 + 2 languages of the DM's choice until a Greater Restoration spell or similar effect is applied to you.
  5. Bridge. You become a target of the Time Stop spell, as if it was cast by another creature.
  6. Campfire. Until the end of your next Long Rest you lose all unspent hit dice and do not recover them after you make the first Long Rest after being subjected to this effect.
  7. Cavern. You gain the Prone condition and can move only by crawling until a Greater Restoration spell or similar effect is applied to you.
  8. Celestial. You movement speed becomes 0 until a Greater Restoration spell or similar effect is applied to you.
  9. Comet. Your character level is decreased by 1 until a Greater Restoration spell or similar effect is applied to you.
  10. Construct. An ostile Homunculus under the GM's control appears in the nearest free space next to you.
  11. Corpse. You immediately drop to 0 hit points, have the unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the Wish spell.
  12. Crossroads. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become younger by 1d10 years, to a minimum of 1 year. This effect can be undone only by the Wish spell, divine intervention, or similar magic.
  13. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a Wish spell can reveal the location of your prison.
  14. Door. You immediately pass through a portal created by the Gate spell, set to a random destination of the DM's choice. The portal closes immediately after you pass through it.
  15. Dragon. An ostile Dragon Wyrmling under the GM's control appears in the nearest free space next to you.
  16. Elemental. You become vulnerable to one of the following damage types (DM's choice): acid, cold, fire, lightning, or thunder. This effect lasts until a Greater Restoration spell or similar effect is applied to you.
  17. Euryale. A medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card from the Deck of Many More Things can end this curse.
  18. Expert. Your Dexterity score decreases by 2 (to a minimum score of 1) until a Greater Restoration spell or similar effect is applied to you.
  19. Fates. You suffer no effect.
  20. Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it, disappearing in a flash of rainbow-colored light. The fey crossing appears as a shimmering fractal of light above where you stood, and it remains open for 1 minute after the effect takes place. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
  21. Fiend. A powerful Fiend appears in a nearby unoccupied space and forces a deal that you must accept. The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes.
  22. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
  23. Fool. Roll again on this table.
  24. Gem. You lose coins, nonmagical equipment and any belongings for a total value up to 50000 gp.
  25. Giant. You immediately lose 2d10 inches in height, and your hit point maximum and current hit points both decrease by 20 until a Greater Restoration spell or similar effect is applied to you.
  26. Humanoid. You become of a creature type different of humanoid until a Greater Restoration spell or similar effect is applied to you.
  27. Jester. Roll again twice on this table.
  28. Key. You lose a magical weapon of the DM's choice, provided you have one in your possession.
  29. Knight. An ostile Knight under the GM's control appears in the nearest free space next to you.
  30. Lance. All of your ability scores decrease by 1 (to a minimum score of 1) until a Greater Restoration spell or similar effect is applied to you.
  31. Mage. Your Intelligence score decreases by 2 (to a minimum score of 1) until a Greater Restoration spell or similar effect is applied to you.
  32. Map. A compromising secret or detail about you is revealed or otherwise come to light.
  33. Maze. You gain 1d3 levels of exhaustion.
  34. Mine. You lose coins, nonmagical equipment and any belongings for a total value up to 72500 gp.
  35. Monstruosity. A Large or larger Monstrosity with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears immediately after it attacks.
  36. Moon. Roll again three times on this table.
  37. Ooze. A gelatinous cube immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn’t enough space for the gelatinous cube to appear, this card has no effect.
  38. Path. Your walking speed decreases by 10 feet until a Greater Restoration spell or similar effect is applied to you.
  39. Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition.
  40. Plant. Every plant that isn't a creature immediately withers and each CR 1/4 or less creature immediately drops to 0 hit points while within 10 ft. of you.
  41. Priest. Your Wisdom score decreases by 2 (to a minimum score of 1) until a Greater Restoration spell or similar effect is applied to you.
  42. Prisoner. Glowing chains made of magical force appear and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can’t cast spells, and any magic items you’re wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can’t be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves’ tools.
  43. Puzzle. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1).
  44. Ring. You lose a magical ring of the DM's choice, provided you have one in your possession.
  45. Rogue. You immediately become ostile to each creature that is allied to you. The effects end when you reach 0 hit points or if you die.
  46. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
  47. Sage. You forget something that is important to you (DM's choice) until a Greater Restoration spell or similar effect is applied to you.
  48. Shield. You lose a magical armor or shield of the DM's choice, provided you have one in your possession.
  49. Ship. You lose proficiency in three skills or tools of the DM's choice until a Greater Restoration spell or similar effect is applied to you.
  50. Skull. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
  51. Staff. You lose a magical wand, staff or rod of the DM's choice, provided you have one in your possession.
  52. Stairway. You either roll again twice on this table or you lose a random magic item of the DM's choice, provided you have one in your possession.
  53. Star. A random ability score of the DM's choice decreases by 2 (to a minimum score of 1) until a Greater Restoration spell or similar effect is applied to you.
  54. Statue. You immediately have the petrified condition as your body is transformed into marble until a Greater Restoration spell or similar effect is applied to you.
  55. Sun. You lose a wondrous magic item of the DM's choice, provided you have one in your possession.
  56. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
  57. Tavern. Your Charisma score decreases by 2 (to a minimum score of 1) until a Greater Restoration spell or similar effect is applied to you.
  58. Temple. The next time a spell is cast on you with the sole purpose of bringing you back from the dead, the spell fails automatically.
  59. Throne. All Charisma rolls you make against other creatures are made with disadvantage until the next Long Rest.
  60. Tomb. The first time you reach 0 hit points you suffer the effects of a Disintegrate spell.
  61. Tower. Roll again twice on this table and choose wich effect takes place on you. The other one doesn't take effect.
  62. Tree. Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren’t wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the Wish spell, divine intervention, or similar magic.
  63. Undead. A revenant rises in the nearest free space next to you.. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
  64. Void. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A Wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
  65. Warrior. Your Strenght score decreases by 2 (to a minimum score of 1) until a Greater Restoration spell or similar effect is applied to you.
  66. Well. You lose the ability to cast cantrips until a Greater Restoration spell or similar effect is applied to you.

On any roll of 67 or higher on this table, roll again until you roll a valid number.

Monster Tags: Human

Habitat: Any

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