Silent Steps: Charoum of Wrath makes no noise while he walks.
Innate Spellcasting. Charoum of Wrath spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: Invisibility (self only), Silence
Curse of the Vengeful: Charoum of Wrath can not speak, therefore ignoring the verbal components of spells.
Wrath: When Charoum of Wrath reaches 75 hit points or below he goes into a state of Wrath. When entering Wrath Charoum's eyes will glow red, his body will emit flames, and he will let out a fierce roar. While in wrath, Charoum gains extra benefits:
Charoum can now attack 1 extra time.
Charoum now deals an extra 2d4 fire damage on all attacks.
Charoum casts Silence at his current location. This spell follows him, does not require components, has a range of 10ft and will remain as long as wrath is active.
Charoum emits flames that deal 1d6 fire damage to creature that touch or are within 5 ft of Charoum each turn. Creatures can make a DC 16 Dexterity saving throw and take half the damage.
Wrath will not end until Charoum is healed above 75 hit point or Charoum is killed. He can not be calmed in Wrath.
Multiattack. Charoum of Wrath can make 2 attacks in 1 turn.
Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 8) slashing damage.
Devotion (Shotgun). Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 22 (4d8 + 11) fire damage.
3/day: Hellish Rebuke