Medium Humanoid (Human), Lawful Evil
Armor Class 15 (scale mail)
Hit Points 96 (10d8 + 50)
Speed 30 ft., Fly 30 ft. (Hover. Only after Ariki just dealt necrotic damage or possessed a creature)
STR
11 (+0)
DEX
13 (+1)
CON
14 (+2)
INT
15 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CHA +7
Skills Arcana +4, Deception +7
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Primordial, Telepathy 60 ft., only with creatures that speak undercommon are possessed by him., Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. Ariki is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Ariki has following Wizard spells prepared:

Cantrips (at will): acid splash, chill touch, fire bolt, frostbite

1st level (4 slots): [Tooltip Not Found], burning hands, grease

2nd level (3 slots): acid arrow, alter self, knock

3rd level (2 slots): animate dead, erupting earth

Actions

Corrupting Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 4) necrotic damage. 

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d6) bludgeoning damage.

Charm. Ariki casts charm person with a save DC of 15.

Possess. Ariki touches a creature. That creature must make a DC 15 Wisdom saving throw or be charmed by him. The creature can repeat the save at the end of its turn, but with disadvantage, ending the effect on itselfon a success, but on a failed save it takes 5 (1d10) psychic damage, and Ariki knowsit tried to break out of his control. In addition, a creature that is charmed suffers the following effects: It's alignment changes to lawful evil. Its eyes glow green. It gains proficiency in the deception skill. It gains resistance to necrotic damage. It gains this action, but with a save DC equal to 8 + its Proficiency Bonus + its Charisma modifier (monster Proficiency bonus table in the Dungeon Master's Guide). It is under the control of Ariki, it can only speak if Ariki chooses to speak through it, and Ariki can see through its eyes. If a creature has been under this effect for an hour, or has made 5 failed saves against it, it can no longer repeat the save, and then the condition can be only removed by greater restoration or stronger magic. If Ariki dies, all creatures he possessed are no longer possessed.

Legendary Actions

Ariki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ariki regains spent legendary actions at the start of its turn.

Attack. Ariki attacks with his Quarterstaff.

Cantrip. Ariki casts a Cantrip.

Charm Person. Ariki casts charm person with a save DC of 15.

Corrupting Touch. Ariki uses his Corrupting Touch.

Possess (Costs 3 Actions). Ariki uses his Possess action, if he can.

Spell. Ariki casts a spell he has slots for, using a spell slot.

Description

A Red Wizard of Thay, Ariki Thunderstrike was once a high-ranking member among the Red Wizards, but then he commited a felony among them, which none but he and a few Red Wizards know of. He then journeyed to the town of Splardeedoo, along the coast of the Sea of Falling Stars, where he now wreaks havoc by possessing the locathath who live there.

Monster Tags: Red Wizard

Habitat: Coastal

coolthing

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