AC 16 Ragged Research Outfit    Initiative +6 (16)
HP 200 (33d8 + 52)
Speed 40 ft.
Mod Save
STR 16 +3 +3
DEX 22 +6 +12
CON 18 +4 +10
Mod Save
INT 30 +10 +16
WIS 8 −1 −1
CHA 8 −1 −1
Skills Animal Handling +16, Arcana +16, History +16, Religion +16
Resistances Damage from Spells
Immunities Psychic; Charmed
Senses Truesight 5ft ; Passive Perception 14
Languages Common (but speaks incoherently most of the time.)
CR 18 (XP 20,000; PB +6)
Traits

HE. The Crazed Researcher cannot be affected by spells of 3rd level or lower unless it choses to be, and has advantage on saves against spells.

Maddened. At the start of its Turn, the Crazed researcher must make a DC 14 Wisdom Saving throw or become frightened of the closest Hostile Creature. Whilst Frightened, the Crazed Researcher has Advantage when attempting to Grapple a Target.

I KNOW! I KNOW THINGS!!!. At the start of the Round, mark 1 hostile creature as the 'Research Target'. The Crazed Researcher will prioritize grappling that creature and using Born Again on it. if it is unable to use Born Again on its turn, it howls in agony, causing all allied creatures (including itself) to take 41 (6d6+20) True Damage.

Incoherent Rambling Creatures that start their turn within 120ft of The Crazed Researcher gain 2 Sinking.

 

Actions

Howl of the Unknowable truths. The Crazed Researcher yells out, causing creatures in a 20ft cone to roll a DC (12 + Sinking) Intelligence Saving Throw or take 16(3d10) Psychic damage and roll on the Madness Table, taking half damage on a success and gaining no madness. This action cannot be taken if he is currently grappling another creature.

Mad Grasp. The Crazed Researcher Attempts to Grapple a Creature, dealing 24 (4d8+6) Psychic damage if they become grappled and only half if the creature is not grappled. if the creature becomes grappled The Crazed Researcher then attempts to use 'Born Again.'

 ...Born Again. The Crazed Researcher whispers unknowable things into the ears of a grappled creature, the creature must succeed a DC (8 + Sinking) Intelligence Saving Throw or Lose a Level and gain 6 Sinking; then, Removes Grapple. a creature that succeeds the save gains only 3 Sinking on a success and not losing a level but remaining grappled.

Creatures who have lost a level have advantage on this saving throw.

Vincent_PJM

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