Controller is can't be charmed.
When Controller dies it comes back to life in 1d4 minutes.
Spellcasting. The controller is a 20-level spellcaster. Its spellcasting ability is 24 spell save DC. The Controller has following wizard spells prepared:
Cantrips: Prestidigitation
1st level: Disguise Self
2nd level: Suggestion, Blindness/Deafness, Blur
3rd level: Hypnotic Pattern, Vampiric Touch
5th level: Conjure Elemental, Dominate person, Modify Memory
6th level: Mass Suggestion
8th level: Clone
9th level: Power Word Kill
Possession, target creature is charmed and shares a telepathic link with Controller and does what it tell creature to do and creature dos it to the best of its ability, for 10 years.
Staff of charming. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 13(1d6+10) bludgeoning damage, if it hits the target is charmed and does what ever controller tells it to do.
Kiss. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Controller, incapacitated, or restrained. Hit: 37 (5d10 + 10) psychic damage plus 52 (5d10 + 25) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Controller regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a controlled under the controller's control.
Regeneration. The Controller regains 20 hit points at the start of its turn if it has at least 1 hit point.
Controller has 10 legendary action.
Charm (Costs 1 Actions). All creature are charmed for 5 rounds.
Clone (Costs 1 Actions). 30 clones of Controller are summoned. The clones of controller retain the same ability expect they have 100 hit points and can be dismissed as a action.
Lair and Lair Actions
Lair Actions
On initiative count 1 (losing initiative ties), Controller takes a lair action to cause one of the following effects; the Controller can’t use the same effect two rounds in a row:
- Controller gains 4 extra actions, reactions, bonus actions.
- Controller can cast 3 spells next round.
Regional Effects
The region containing Controller's lair is entered it creates all of the following effects:
- All things in 10 miles have disadvantage on wisdom saving throws against being charmed.
- All things in 20 miles have to succeed in a wisdom saving or use all of its movement to go to the Controllers lair
If the Controller dies, these effects fade over the course of 60d100 days.
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