Medium Humanoid (Elf), Neutral Evil
Armor Class 11 Fabric robes
Hit Points 70 (10d8)
Speed
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws INT +5
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Passive Perception 14
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Foresight. Corin is automatically first in initiative order

Fey Ancestry. The Corin has advantage on saving throws against being charmed, and magic can't put them to sleep.

Spellcasting. Corin is a 8th level spellcaster. Their spell casting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). They have following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost, fire bolt
1st level (4 slots): mage armour, shield, burning hands, magic missile
2nd level (3 slots): misty step, web, mirror image
3rd level (3 slots): lightning bolt, fear
4th level (2 slots): black tentacles

Corin can cast levitate (self only) once per L/R

Actions

Action Melee Attack. Staff Attack: +2 to hit, reach 5 ft., 1 target. Hit: (1d4 + 1) bludgeoning damage. 

 

Reactions

Shield 

Opportunity Attack

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

i_bet_on_losing_dogs

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