Magic Resistance. The Earl of Dusk has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If The Earl of Dusk fails a saving throw, he can choose to succeed instead.
Rejuvenation. He has a phylactery, the destroyed Earl of Dusk gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The Earl of Dusk is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Earl of Dusk has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp, ray of frost
1st level (4 slots): detect magic, identify, mage armor*, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, mirror image, misty step, invisibility, acid arrow
3rd level (3 slots): counterspell, fly, lightning bolt animate dead, dispel magic, fireball
4th level (3 slots): banishment, fire shield, stoneskin*, blight, dimension door
5th level (3 slots): cone of cold, scrying, wall of force, cloudkill
6th level (1 slot): globe of invulnerability, disintegrate
7th level (1 slot): teleport, finger of death, plane shift
8th level (1 slot): mind blank*, dominate monster, power word stun
9th level (1 slot): time stop, power word kill
*The Earl of Dusk casts these spells on itself before combat.
Tinderstrike. It contains a spark of Imix, Prince of Evil Fire. Magic Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/120 ft., one target. Hit: 8 (3d4 + 2) piercing damage +2d6 fire damage.
He gains the following benefits while he holds Tinderstrike:
- He can speak Ignan fluently.
- He have resistance to fire damage.
Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, He gains the following flaw: "I act without thinking and take risks without weighing the consequences."
The Robe of the Archmagi. The Earl of Dusk has advantage on saving throws against spells and other magical effects.
Poison Breath. The Earl of Dusk spits poison in a 15ft. cone, con save, DC 15. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one.
Paralyzing Touch: Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
He can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Cantrip: The Earl of Dusk casts a cantrip.
Paralyzing Touch (Costs 2 Actions): The Earl of Dusk uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions): The Earl of Dusk fixes his gaze on one creature he can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Frightening Gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions): Each non-undead creature within 20 feet of The Earl of Dusk must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), The Earl of Dusk can take a lair action to cause one of the following magical effects; The Earl of Dusk can’t use the same effect two rounds in a row:
- The Earl of Dusk rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- The Earl of Dusk targets one creature he can see within 30 feet of him. A crackling cord of negative energy tethers The Earl of Dusk to the target. Whenever The Earl of Dusk takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, The Earl of Dusk takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until The Earl of Dusk or the target is no longer in the Tower.
- The Earl of Dusk calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that The Earl of Dusk can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
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6/26/2020 8:09:26 PM
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