Legendary Resistance (3/Day). If Bob fails a saving throw, he can choose to succeed instead.
Steve's Blessing of Eternal Life. When Bob is reduced to 0 Hit Points, He does not die, but instead falls unconscious. While unconscious in this way, He is immune to all damage, and He regains 1d10 +4 Hit Points after 1d4 hours. If His body is destroyed, a new one will form for Him in the Tal Roman Church of Steve. If the Church is destroyed, His soul will instead enter Steve's room on the God Plane, and Steve will respond accordingly.
Spellcasting. Bob is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Bob has the following wizard and cleric spells prepared:
Cantrips (at will): mage hand, prestidigitation, chill touch
1st level (5 slots): detect magic, magic missile, shield
2nd level (4 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (4 slots): animate dead, counterspell, dispel magic, fireball
4th level (4 slots): blight, dimension door
5th level (4 slots): cloudkill, geas
6th level (3 slots): disintegrate, globe of invulnerability
7th level (3 slots): finger of death, plane shift
8th level (2 slots): dominate monster, power word stun
9th level (2 slots): power word kill, wish
Turn Immunity. Bob is immune to effects that turn undead. In addition, He cannot be made by any means to act against Steve.
Staff of Steve. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 36 (8d8) necrotic damage. Immunities and resistances are ignored. The target must succeed on a DC 26 Constitution saving throw or suffer one point of exhaustion. A target that suffers 3 points of exhaustion from the staff dies instantly. Any creature killed by the staff is resurrected as a zombie under the High Priests control.
Ted and Ned. Bob can use His action to call upon Ted and Ned to aid Him in combat. Ted and Ned are summoned at any space of His choosing within 30 feet of Him. They obey all of His commands in and out of combat, and remain on the material plane until Bob chooses to dispel them as a bonus action.
Bob 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. Bob regains spent legendary actions at the start of its turn.
Cantrip. Bob casts a cantrip.
Intimidate. Bob may use his legendary action to attempt to frighten a creature he can see within 20 feet of him. The creature must succeed on a DC 21 Wisdom save or be frightened until the start of his next turn.
Drain Life (Costs 3 Actions). Each non-undead creature within 20 feet of Bob must succeed on a DC 21 Constitution saving throw. A creature takes 4d10 necrotic damage on a failed save, or half as much on a successful one. The damage taken by other creatures is used to heal Bob, who regains hit points equal to the amount of damage done to an individual creature of his choice.
Lair and Lair Actions
Bob's Lair
Bob resides in the first Church of Steve (located in Tal Roman), and occasionally may be encountered in a city church. Bob has a few specific lair actions he can take while he is inside of a Church of Steve. Bob may be encountered outside of a Church, but it is rare that he leaves.
Lair Actions
On initiative count 20 (losing initiative ties), Bob can take a lair action to cause one of the following magical effects; Bob can’t use the same effect two rounds in a row:
- Bob rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Bob casts animate dead at 9th level without expending a spell slot. The undead creatures are summoned even if there is no corpse or pile of bones nearby for it to emerge from.
- Bob makes himself some iced tea and drinks it. He expresses that it was a very good glass of iced tea and he feels refreshed. He offers the creatures attacking him a glass of iced tea as well. Should they accept and drink the iced tea provided, they must succeed on a DC 21 Constitution saving throw or be rendered unconscious for 2d4 rounds.
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Posted Jul 16, 2025Yes, just Yes