Medium Humanoid, Lawful Evil
Armor Class 18 Magical
Hit Points 143 (13d10 + 13)
Speed 30 ft., Fly 100 ft. Only in shadow form.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +14, WIS +14, CHA +14
Skills Arcana +10, Deception +10, History +20, Insight +10, Intimidation +10, Investigation +10, Perception +15, Persuasion +20
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight This is without both of his familiars in eye from., Darkvision This is from his Raven familiar and can see through magical darkness., Truesight This is in his Owl familiar., Passive Perception 20
Languages All Knows all languages.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Shadow From Using his turn Cantar may use a from of transportation called plane blur. His physical from it split among the material planes reflections. He gains a flying speed of 100f and a faint shadowy from of him is where he would be if he was on the plane. This is counted as a 6th level spell for counter spell purposes. Cantar can only use this once per day and lasts until stopped or an hour passes. He may only take dash actions while in this from.

Familiar Eyes. Cantar has 2 familiar a Raven and a owl. They if touching him can merge into his body and become his eyes. Without them he has blindsight. The owl has True Sight and the Raven has Devilsight.

Domination This requires an action to use and allows you to chose 1 of 3 effects.

Mind Domination

The target must make a DC 20 Intelligence saving throw or take 3d10 psychic damage or half on a succeeded save. They also have their vision shattered like glass its pieces falling into an infinite void making them Blinded and Deafened. The target may use their turn to take a retry of the save and they take an extra one at the end of each of their turns. If they fail 3 then the effects are permanent and if they succeed 3 then the effects are lifted.

Soul Domination

The target must make a DC 20 Wisdom saving throw or take 3d10 Necrotic damage as their soul is corrupted or half on a succeeded save. They are also Frightened and Charmed. The target may use their turn to take a retry of the save and they take an extra one at the end of each of their turns. If they fail 3 then the effects are permanent and if they succeed 3 then the effects are lifted.

Body Domination

The target must make a DC 20 Constitution saving throw or take 3d10 Radiant damage as their body is reconstructed or half on a succeeded save. They are also Poisoned and Restrained by themselves. The target may use their turn to take a retry of the save and they take an extra one at the end of each of their turns. If they fail 3 then the effects are permanent and if they succeed 3 then the effects are lifted.

Total Domination

If all other Domination effects are active then Cantar can use an actin to totally control them. They lose all control over their mind, body and soul permanently or if Cantar release them. Cantar may now take their turn as a bonus action.

Spellcasting The Barron is a 11th-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 20, +8 to hit with spell attacks). The Barron has following [Warlock] spells prepared: 
Cantrips (at will): [Chill Touch], [Toll The Dead] , [] 
5th level (9 slots): [Intellect Fortress] , [Hold Monster] , [Banishment] , [Blight] , [Spirit Shroud]  , [Vampiric Touch]  , [Summon Aberrant Spirit]  , [Counter spell] 

Actions

Necrotic Hand. Melee Attack: +8 to hit, reach 5 ft., 1 target. Hit: 25 (4d10 + 5) [Necrotic] damage.

Reactions

Opportunity Attack.

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity Attack.
You can make an opportunity Attack when a Hostile creature that you can see moves out of your reach. To make the opportunity Attack, you use your Reaction to make one melee Attack against the provoking creature. The Attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity Attack by taking the Disengage action. You also don’t provoke an opportunity Attack when you Teleport or when someone or something moves you without using your Movement, action, or Reaction. For example, you don’t provoke an opportunity Attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

Legendary Actions

The Barron has 2 Legendary Actions per round.

Necrotic Hand. (Costs 1 Actions). Melee Attack: +8 to hit, reach 5 ft., 1 target. Hit: 25 (4d10 + 5) [Necrotic] damage. 

Cast A Spell (Costs 2 Actions)

Description

An unnaturally tall human man with a serious sever face. He has white hair and a handsome but weathered face. He is shrouded in a velvet cloak. But his true from lies within. If the magic protecting his true look is dispelled you see the same man with runes burnt into his skin. On the right half of his face are red ones connected to hell and on the left are golden glowing ones connected to heaven. His two eyes are hollowed out when his familiars aren't occupying them. This was a man who tricked God and The Devil into making deals with him that only benefited him. If anybody casts a detect evil on him or similar they must make a insight check to see if they understand what they are seeling

Okpower

Comments

Posts Quoted:
Reply
Clear All Quotes