*5th-level Enchantment*
___
- **Casting Time:** 1 Action
- **Range:** 60 feet
- **Components:** V
- **Duration:** Instantaneous
___
You speak a word imbued with magic, using it to manipulate the souls of anything you see in range. Choose which of the following effects this spell applies:
___
**Manipulate.** Roll a 1d8. Depending on the result, use the effect of one of the following spells on a target of your choice that you see in this spell’s range.
* 1-2, Power Word: Heal
* 3-4, Power Word: Pain
* 5-6, Power Word: Stun
* 7-8, Power Word: Kill
___
**Replicate.** Describe one phenomenon. Its range is limited to 1 mile, it cannot be the direct death of a creature, and it cannot change things on a continental or cosmological scale (for example, you can’t describe the continent you’re currently in splitting in half, or the plane you’re currently residing in collapsing in on itself, but you can describe a volcano erupting or an earthquake occurring). Alternatively, name one 8th-level or lower spell from any spell list that has a casting time of one action, bonus action, or reaction - cast it at 9th level without requiring any components.
___
**Alter.** Roll a d100. Apply the appropriate effect from the wild magic table depending on the result you rolled.
___
*A note to players and DMs: this spell is essentially the epitome of “up to DM discretion” with the Replicate effect. The DM gets the final call on what does or doesn’t meet the restrictions. Likewise, they can adjust the restrictions as they see fit. Regarding the Alter effect, the PHB’s wild magic table is kind of lackluster so I would personally recommend using a homebrew one. I won’t link any here so as to not potentially get in trouble, but you can find them all online rather easily ;)*
___
#### Soul Chain Death Match
*5th-level Enchantment*
___
- **Casting Time:** 1 Bonus Action
- **Range:** 100 feet
- **Components:** V, S
- **Duration:** Special
\pagebreakNum
You conjure a ball of fire and hurl it at a target you see in range. Make a ranged spell attack against the target. On a hit, the ball of fire forms an ethereal chain made of flames between you and the target, linking your souls together and forcing the target into a death match with you.
___
During a death match, the following effects are applied to all participants of the death match:
- The current hit points of all participants are added together, then equally divided amongst them (rounded down, if necessary). Additionally, they lose all temporary hit points they have (if they have any).
- The ability scores of all participants are set to 20.
- If all participants have spell slots, their available spell slots for every level are added together, then equally divided amongst them (rounded down, if necessary). If only one or none of the participants have spell slots, their spell slots are all cut in half (rounded down, minimum of one).
- All participants have disadvantage on attack rolls made against any creatures that are not participants. Additionally, all creatures that are not participants have advantage on saving throws made against spells cast by participants.
- Participants have resistance to all damage from attacks and spells made by creatures that are not participants.
Additionally, participants have advantage on all saving throws made to resist the effects of spells, features, or abilities that belong to non-participants.
- Participants cannot be more than 30 feet away from each other.
- If a participant attacks another participant with a melee attack, that attack deals 3d6 force damage in addition to the damage it already deals.
___
The chain that connects your soul with that of the target is unbreakable, cannot be damaged, and cannot be dispelled by *dispel magic*. The death match lasts until either you or the target reach 0 hit points, or an anti-magic weapon severs the chain, and cannot be ended by any other means.
___
*At higher levels.* If you cast this spell using a 6th level or higher spell slot, the number of participants in the death match increases from 2 to 4 - two participants on each side. You do not need to make a spell attack roll to draw a willing ally into the death match.
___
#### Spirit Shield
*5th-level Abjuration*
___
- **Casting Time:** 1 Reaction, which you take when a creature in
- range is hit by an attack
- **Range:** Self
- **Components:** V, S
- **Duration:** Instantaneous
___
You conjure a shield made of spirit magic in front of a creature you choose in range, protecting them. Until the start of your next turn, the target creature has a bonus to their AC equal to 3 + your spellcasting ability modifier, including against the triggering attack.
___
#### World End Martyr
*5th-level Evocation*
___
- **Casting Time:** 1 Action
- **Range:** 100 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You sculpt a gargantuan piece of ice into the shape of a dragon, breathing life into it. Use the ice sculpture dragon’s stat block. The dragon goes on your initiative directly after you, and obeys all your commands. The spell ends once the ice sculpture dragon’s hit points are reduced to 0, you are incapacitated, or if you use an action to dismiss the spell.
___
> ## Ice Sculpture Dragon
>*Gargantuan Dragon, Unaligned*
> ___
> - **Armor Class** 18 + your proficiency bonus
> - **Hit Points** 139 (14d12 + 48)
> - **Speed** 40 ft., burrow 30 ft., fly 60 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|16 (+3)|26 (+8)|12 (+1)|18 (+4)|18 (+4)|
>___
> - **Saving Throws** Dex +3 + your proficiency bonus, Con
> - +8 + your proficiency bonus, Wis +4 + your
> - proficiency bonus, Cha +4 + your proficiency bonus
> - **Damage Vulnerabilities** lightning, fire
> - **Damage Resistances** water, plant
> - **Damage Immunities** cold
> - **Condition Immunities** charmed, paralyzed, poisoned,
> - exhaustion
> - **Senses** blindsight 60 ft., darkvision 120 ft., passive
> - Perception 21
> - **Languages** Common, Draconic
>___
> ***Ice Walk.*** The sculpture dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
>
> ***Legendary Resistance.*** If the sculpture dragon fails a saving throw, it can choose to succeed instead.
>___
> ### Actions
> ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +6 + your proficiency bonus to hit, reach 10 ft., one target. *Hit:* 16 + 6 + your proficiency bonus (3d10 + 6 + your proficiency bonus) piercing damage plus 9 (2d8) cold damage.
>
> ***Claw.*** *Melee Weapon Attack:* +6 + your proficiency bonus to hit, reach 5 ft., one target. *Hit:* 18 + 6 + your proficiency bonus (3d6 + 6 + your proficiency bonus) slashing damage.
\pagebreakNum
___
> ***Tail.*** *Melee Weapon Attack:* +6 + your proficiency bonus to hit, reach 15 ft., one target. *Hit:* 11 + 6 + your proficiency bonus (2d10 + 6 + your proficiency bonus) bludgeoning damage.
>
> ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + 4, or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
>
> ***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw against a DC of 8 + your proficiency bonus + 8, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
>___
> ### Legendary Actions
> The sculpture dragon can take 1 legendary action, 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. The sculpture dragon regains spent legendary actions at the start of its turn.
>
> ***Detect.*** The sculpture dragon makes a Wisdom (Perception) check.
>
> ***Tail Attack.*** The sculpture dragon makes a tail attack.
>
> ***Wing Attack (Costs 2 Actions).*** The sculpture dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + 9, or take 9 + 6 + your proficiency bonus (2d8 + 6 + your proficiency bonus) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
\pagebreakNum
# PART 5
##### Monsters
###### *(Note: the monsters in this compendium are split into different categories, and within those categories, they are ordered based on their CR, from the lowest to the highest)*
## Rise of the Wizard King
___
> ## Anti-Bird
>*Tiny Beast, True Neutral*
> ___
> - **Armor Class** 13
> - **Hit Points** 7 (1d12 + 1)
> - **Speed** 10 ft., fly 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|16 (+3)|12 (+1)|2 (-4)|12 (+1)|7 (-2)|
>___
> - **Saving Throws** Str +3, Con +1, Wis +1
> - **Skills** Perception +3, Stealth +3
> - **Senses** darkvision 120 ft., passive Perception 13
> - **Languages** -
> - **Challenge** 0 (10 XP)
> - **Proficency Bonus** +2
> ___
> ***Flyby.*** The anti-bird doesn't provoke opportunity attacks when it flies out of an enemy's reach.
>
> ***Magic Sensitivity.*** The anti-bird has advantage on Perception (Wisdom) and Arcana (Intelligence) checks made to sense magic.
> ___
> ### Actions
> ***Beak.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
> ##### Anti-Bird
> *“A rather common species, anti-birds are small birds with a dark blue body, white underbelly, and red face, all sporting a crown of ruffled feathers on their head, akin to messy bedhead."*
\columnbreak
> *"They are attracted to people with weak magic, and stay away from people with powerful magic. This allows one to essentially use them as a way to measure the strength of an individual’s magic, leading to them being well-cared for in the Clover Kingdom, a protected species treated with respect… even if they can get a bit too fond with their pecking,”* - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.
___
> ## King Woof
>*Medium Beast, Chaotic Neutral*
> ___
> - **Armor Class** 13
> - **Hit Points** 21 (3d12 + 2)
> - **Speed** 10 ft., burrow 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|12 (+1)|14 (+2)|8 (-1)|12 (+1)|4 (-3)|
>___
> - **Saving Throws** Con +4, Wis +3
> - **Skills** Perception +3, Sleight of Hand +3
> - **Senses** tremorsense 30 ft., passive Perception 13
> - **Languages** -
> - **Challenge** 2 (450 XP, 25 gp + *gold hoard* ability)
> - **Proficency Bonus** +2
> ___
> ***Cheap Coward.*** Once the king woof’s hit points are reduced below half its maximum, it will initiate a runaway sequence. On its second turn after initiating the runaway sequence, if the king woof is not restrained, paralyzed, stunned, unconscious or dead, it will burrow underground and run away. If it successfully runs away, it does not drop any of the gp in its sack.
>
> ***Gold Craving.*** The king woof is attracted to gold and other forms of currency, rare items, and shiny materials. It has advantage on Investigation (Intelligence) and Perception (Wisdom) checks made to look for and sense gold around it.
\pagebreakNum
___
> ***Gold Hoard.*** Whenever the king woof hits a hostile creature with an attack, it can make a Sleight of Hand (Dexterity) check. If the check is equal to or higher than the target’s AC, the target takes an additional number of bludgeoning damage equal to 1d6, then, they lose an amount of gp equal to the damage they took times 5, which is added to the king woof’s sack. When the king woof is knocked unconscious or reduced to 0 hit points, it drops all of the gp it carries in its sack.
> ___
> ### Actions
> ***Sack Slap.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
> ##### King Woof
> *“King woofs are a medium-sized beast that resembles a mix between a dog, a bear, and a beaver of sorts, with brown fur that covers their eyes, and white fur that covers their bellies. Mostly subterranean creatures, they only ascend above ground to steal more gold. They can be easily recognized thanks to the cheap, gold-painted crowns and handmade replicas of royal capes that they all sport, and the jute sack they all carry, which is roughly the size of their body. Plenty of junior magic knights merely pass their time getting rid of king woofs while they await real missions, returning the gold they steal to the often-poor villagers who were robbed by the creatures. Despite their unbearable nature as an insufferable pest, king woofs are a protected species, as hunting them to extinction would negatively impact the ecosystem, and they do at least possess the benefit of being excellent at sniffing out stolen gold, and bribes to corrupt figures of authority,”* - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.
___
> ## Monarch Woof
>*Large Beast, Chaotic Neutral*
> ___
> - **Armor Class** 15
> - **Hit Points** 43 (6d12 + 4)
> - **Speed** 20 ft., burrow 60 ft.
>___
\columnbreak
___
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|14 (+2)|16 (+3)|10 (0)|16 (+3)|12 (+1)|
>___
> - **Saving Throws** Con +6, Wis +6, Cha +4
> - **Skills** Perception +6, Sleight of Hand +5,
> - Persuasion +4
> - **Senses** tremorsense 60 ft., passive Perception 16
> - **Languages** -
> - **Challenge** 5 (1800 XP, 50 gp + *gold hoard* ability)
> - **Proficency Bonus** +3
> ___
> ***Cheap Coward.*** Once the monarch woof’s hit points are reduced below half its maximum, it will initiate a runaway sequence. On its second turn after initiating the runaway sequence, if the monarch woof is not restrained, paralyzed, stunned, unconscious or dead, it will burrow underground and run away. If it successfully runs away, it does not drop any of the gp in its sack.
>
> ***Gold Craving.*** The monarch woof is attracted to gold and other forms of currency, rare items, and shiny materials. It has advantage on Investigation (Intelligence) and Perception (Wisdom) checks made to look for and sense gold around it.
>
> ***Gold Hoard.*** Whenever the monarch woof hits a hostile creature with an attack, it can make a Sleight of Hand (Dexterity) check. If the check is equal to or higher than the target’s AC, the target takes an additional number of bludgeoning damage equal to 2d12, then, they lose an amount of gp equal to the damage they took times 5, which is added to the monarch woof’s sack. When the monarch woof is knocked unconscious or reduced to 0 hit points, it drops all of the gp it carries in its sack.
> ___
> ### Actions
> ***Sack Slap.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage.
>
> ***Sack Toss.*** The monarch woof picks a point it can see (or sense with its tremorsense) within 40 feet of itself. Each creature in a 15-foot radius centered on the point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage, and loses an amount of gp equal to twice the damage it took, which is added to the monarch woof’s sack. On a successful save, a creature takes half as much damage, with no additional effect. The monarch woof cannot use its *gold hoard* ability with this attack.
___
\pagebreakNum
> ##### Monarch Woof
> *“Standing at the top of the King Woof hierarchy, Monarch Woofs lead their kingly subordinates. Monarch Woofs are chosen from amongst the fully grown King Woofs, with only the ones who possess the most wealth being chosen - due to the values and goals of King Woofs, they operate on the logic that the wealthier one of them is, the more wise and cunning it is, therefore it is more fit to lead. Despite the greedy nature of King Woofs, Monarch Woofs are actually recorded to be rather fair and benevolent leaders to their subordinates, spreading gold amongst them equally… though they are still pests,”* - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.
___
## Eye of the Midnight Sun
___
> ## Third Eye Vetto
>*Medium Humanoid, Lawful Evil*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 94 (12d8 + 40)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|14 (+2)|16 (+3)|14 (+2)|14 (+2)|14 (+2)|
>___
> - **Saving Throws** Str +7, Con +6, Wis +5
> - **Skills** Athletics +7, Intimidation +5, Perception +5
> - **Condition Immunities** charmed, exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 15
> - **Languages** Common, Elven
> - **Challenge** 5 (1,800 XP)
> - **Proficiency Bonus** +3
> ___
> ***Evil Eye Awakening.*** When Vetto’s hit points are reduced to a quarter of his maximum (23) or lower, his evil eye opens. He regains a number of hit points equal to half his maximum (47), then, use the “Third Eye Vetto, Aspect of Despair” stat block for the next hour.
>
> ***Spellcasting.*** Vetto is a 5th level spellcaster (spell save DC 14, +6 to hit with spell attacks). Vetto can cast the following spells, requiring no material components:
> - Cantrips (at will): *mage hand, primal savagery, shocking grasp, thunderclap*
> - 1st level (4 slots): *armor of agathys, catapult, cause fear, detect magic*
> - 2nd level (3 slots): *bear claw, maximilian’s earthen grasp, see invisibility*
> - 3rd level (2 slots): *antagonize, bestow curse, haste*
> ___
> ### Actions
> ***Multiattack.*** Vetto makes two attacks, in any combination of *animalistic assault* and *beast barrage* attacks.
>
> ***Animalistic Assault.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
>
> ***Beast Barrage.*** *Melee Weapon Attack:* +7 to hit, reach 15 ft., Con modifier targets. Hit: 13 (2d8 + 4) bludgeoning damage.
##### Description
A member of the Eye of the Midnight Sun and one of the Third Eye, Vetto, also known as Vetto the Despair, is a large, muscular human with light brown skin covered in cream-colored fur. He possesses sharp teeth and clawed hands. He takes great joy in destroying his enemies with his bare hands, making them succumb to despair as they give up on fighting.
___
> ## Third Eye Vetto, Aspect of Despair
>*Medium Humanoid, Chaotic Evil*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** (See Third Eye Vetto stat block)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|14 (+2)|18 (+4)|12 (+1)|12 (+1)|16 (+3)|
>___
> - **Saving Throws** Str +8, Con +7, Wis +4
> - **Skills** Athletics +8, Intimidation +6, Perception +4
> - **Condition Immunities** charmed, exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 14
> - **Languages** Common, Elven, Infernal
> - **Challenge** 7 (2,900 XP)
> - **Proficiency Bonus** +3
> ___
\pagebreakNum
___
> ***Evil Eye Empowered.*** When a hostile creature is hit by Vetto, Aspect of Despair’s attacks and spells, that creature takes additional necrotic damage equal to Vetto, Aspect of Despair’s Constitution modifier. Additionally, if Vetto starts his turn with more than 1 hit point, he regains 20 hit points.
>
> ***Magical Arms.*** When Vetto, Aspect of Despair casts a spell on his turn using an action, he can make a number of animalistic assault attacks equal to half his Constitution modifier (rounded down) as a bonus action immediately after. He can only gain this benefit once per turn.
>
> ***Self Destruct.*** The first time Vetto, Aspect of Despair would be reduced to 0 hit points, his hit points return to 1 at the start of his turn, and he casts a self-destruction spell, which he charges until the start of his next turn. While he is charging this spell, his AC and saving throws gain a bonus equal to his proficiency bonus. If he is reduced to 0 hit points before the start of his next turn, he dies as normal, and the casting is negated. If not, at the start of his next turn, he casts the spell. Each creature in a 50-foot radius centered on him must make a DC 15 Dexterity saving throw, taking 225 (50d8) necrotic damage on a failed save, or half as much on a successful one.
>
> ***Spellcasting.*** Vetto, Aspect of Despair, is a 7th level spellcaster (spell save DC 15, +7 to hit with spell attacks). Vetto can cast the following spells, requiring no material components:
>
> - Cantrips (at will): *mage hand, primal savagery, shocking grasp, thunderclap*
> - 1st level (4 slots): *armor of agathys, catapult, cause fear, hex*
> - 2nd level (3 slots): *bear claw, enhance ability, maximilian’s earthen grasp*
> - 3rd level (2 slots): *antagonize, bestow curse, conjure animals (1 beast only), haste*
> - 4th level (1 slot): *blight, polymorph (can only target self)*
> ___
> ### Actions
> ***Multiattack.*** Vetto makes two attacks, in any combination of the attacks listed below.
>
> ***Animalistic Assault.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage. Instead of dealing damage, Vetto can grapple the target (escape DC 16).
>
> ***Beast Barrage.*** *Melee Weapon Attack:* +8 to hit, reach 15 ft., Con modifier targets. Hit: 18 (3d8 + 5) bludgeoning damage.
___
> ***Crippling Curse.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature that is grappled by Vetto. Hit: 15 (3d6 + 5) necrotic damage. The target creature is inflicted with a curse that halves their hit point maximum. If the creature’s current hit points are higher than their new maximum, their current hit points are reduced to their new maximum. This effect lasts until dispelled, and can only be dispelled by a casting of *remove curse* at 5th level or higher. This effect can only be applied onto a creature once.
##### Description
This form of Vetto is caused by the third, evil eye on his forehead opening. In this form, he possesses tremendous regenerative abilities, and a power that seems not of this world. Additionally, when he feels like his loss is inevitable, he will push his magic to its limit, attempting to take you down with him.
___
> ## Third Eye Fana
>*Medium Humanoid, Lawful Evil*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 103 (14d8 + 40)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|16 (+3)|16 (+3)|12 (+1)|14 (+2)|20 (+5)|
>___
> - **Saving Throws** Dex +6, Con +6, Cha +8
> - **Skills** Arcana +4, Intimidation +8, Perception +5
> - **Condition Immunities** charmed, frightened,
> - exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 15
> - **Languages** Common, Elven
> - **Challenge** 8 (3,900 XP)
> - **Proficiency Bonus** +3
> ___
> ***Chosen By the Fire Spirit.*** Third Eye Fana is the host of the fire spirit, Salamander (Juvenile). Because of that, she gains the following benefits:
> - She can cast spells from the position of the fire spirit, not just her own.
> - If she casts a spell that deals fire damage, that spell deals additional fire damage equal to her Constitution modifier.
\pagebreakNum
___
> ***Evil Eye Awakening.*** When Fana’s hit points are reduced to a quarter of her maximum (25) or lower, her evil eye opens. She regains a number of hit points equal to half her maximum (51), then, use the “Third Eye Fana, Aspect of Hatred” stat block for the next hour.
>
> ***Spellcasting.*** Fana is an 8th level spellcaster (spell save DC 14, +6 to hit with spell attacks). Fana can cast the following spells, requiring no material components:
> - Cantrips (at will): *explosive fire, fire bolt, light, mind sliver*
> - 1st level (4 slots): *burning hands, cause fear, chromatic orb (fire only), harpe, phoenix feathers robe*
> - 2nd level (3 slots): *dragon’s breath, flaming sphere, laevatein, scorching ray*
> - 3rd level (3 slots): *antagonize, bestow curse, fireball, salamander’s breath*
> - 4th level (2 slots): *dominate beast, elemental bane, wall of fire*
> ___
> ### Actions
> ***Multi-action.*** Fana can take the *command* action, then cast one spell of 2nd-level or lower.
>
> ***Command.*** Fana can command the fire spirit, Salamander (Juvenile) to move, take an action, bonus action, or reaction.
##### Description
A member of the Eye of the Midnight Sun and one of the Third Eye, Fana, also known as Fana the Hateful, is a young woman of petite physique, with pink hair and a dull look in her eyes. She is the host of the fire spirit, Salamander, and possesses tremendous fire magic… and also crystal magic, for some unknown reason. While she seems to be capable of speech, most of her words are spent in incoherent ramblings of her hatred towards other creatures… whatever the reason for that may be.
___
> ## The Fire Spirit, Salamander (Juvenile)
>*Small elemental (fire), True Neutral*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** 42 (6d8 + 15)
> - **Speed** 20 ft., flying 30 ft.
> ___
___
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|16 (+3)|16 (+3)|9 (-1)|14 (+2)|12 (+1)|
>___
> - **Saving Throws** Dex +6, Con +6, Wis +5
> - **Skills** Arcana +2, Intimidation +4, Perception +5
> - **Damage Vulnerabilities** water
> - **Damage Resistances** fire
> - **Condition Immunities** charmed, frightened,
> - exhaustion
> - **Senses** Truesight 30 ft., passive Perception 15
> - **Languages** (can understand the following but not
> - speak): Common, Elven, Sylvan
> - **Challenge** 8 (3,900 XP)
> - **Proficiency Bonus** +3
> ___
> ***Magical Body.*** The Fire Spirit Salamander’s weapon attacks are magical.
>
> ***Mana Composition.*** When the Fire Spirit Salamander is reduced to 0 hit points, it enters a state of hibernation. While in hibernation, it is unconscious, and cannot be targeted for attacks. This hibernation lasts for 24 hours, after which the Fire Spirit Salamander regains consciousness and its current hit points are set to its maximum. Additionally, it does not need to eat, breathe, hydrate, or sleep.
> ___
>
> ### Actions
> ***Multiattack.*** The Fire Spirit Salamander makes two attacks in any combination from the following options, except for a *breath weapon* attack.
>
> ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, plus 6 (1d6 + 3) fire damage.
>
> ***Salamander's Fireball.*** *Ranged Spell Attack:* +6 to hit, reach 40 ft., one target. Hit: 19 (3d10 + 3) fire damage.
>
> ***Breath Weapon.*** Each creature in a 30-foot cone must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, and half as much on a successful one.
> ##### The Fire Spirit, Salamander (Juvenile)
> *“The fire spirit, Salamander, is one of the four great natural spirits. In its juvenile form, the Salamander resembles a small red drake, no bigger than a human baby. Despite that, its power is massive, and its breath weapon is no laughing matter.
Despite its fearsome power and strong nature, the Salamander spirit is still a natural spirit at the end of the day; it isn't an evil creature… though that still doesn’t stop it from accidentally burning down the occasional forest or crop field,”*
\pagebreakNum
> The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.
___
> ## Third Eye Fana, Aspect of Hatred
>*Medium Humanoid, Chaotic Evil*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** (See Third Eye Fana stat block)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|20 (+5)|14 (+2)|14 (+2)|22 (+6)|
>___
> - **Saving Throws** Dex +8, Con +9, Cha +10
> - **Skills** Arcana +6, Intimidation +10, Perception +6
> - **Condition Immunities** charmed, frightened,
> - exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 16
> - **Languages** Common, Elven
> - **Challenge** 10 (5,900 XP)
> - **Proficiency Bonus** +4
> ___
> ***Chosen By the Fire Spirit.*** Third Eye Fana, Aspect of Hatred, is the host of the fire spirit, Salamander (Matured), and starts every encounter mounted on it (see mounting rules). Because of that, she gains the following benefits so long as she is mounted on the fire spirit:
> - If she casts a spell that deals fire damage, that spell deals additional fire damage equal to her Constitution modifier.
> - When she takes an action on her turn to cast a spell, she can cast two spells, one from her position, and one from the position of the fire spirit Salamander (Matured).
> - She gains a resistance to fire damage, and a weakness to water damage.
> - She gains a bonus to her AC, spell attack rolls, and spell save DC equal to half the proficiency bonus (rounded down) of Salamander (Matured)
>
> Whenever Fana or Salamander (Matured) take 50 or more damage in one turn, Fana must make a DC 18 Dexterity saving throw. On a failed save, she becomes dismounted from the fire spirit and falls prone.
>
> ***Evil Eye Empowered.*** Whenever a creature is frightened of Fana and can see her, that creature takes additional psychic damage equal to Fana’s Constitution modifier whenever it gets hit by an attack or spell from Fana or Salamander (Matured).
___
> ***Self Destruct.*** The first time Fana, Aspect of Hatred would be reduced to 0 hit points, her hit points return to 1 at the start of her turn, and she casts a self-destruction spell, which she charges until the start of her next turn. While she is charging this spell, her AC and saving throws gain a bonus equal to her proficiency bonus. If she is reduced to 0 hit points before the start of her next turn, she dies as normal, and the casting is negated. Additionally, the casting can be interrupted with a casting of *dispel magic* or by taking an action to negate the spell with a weapon that possesses the anti-magic property. The DC for both is 17, and if you use a weapon with the anti-magic property to attempt to negate the casting, roll a d20 and add your Constitution modifier to the roll (if you use *dispel magic*, simply use the normal rules for that spell). If the casting isn’t negated, and Fana is still alive at the start of her next turn, she casts the spell. Each creature in a 50-foot radius centered on her must make a DC 17 Dexterity saving throw, taking 225 (50d8) necrotic damage on a failed save, or half as much on a successful one.
>
> ***Spellcasting.*** Fana, Aspect of Hatred is a 10th level spellcaster (spell save DC 17, +9 to hit with spell attacks). Fana can cast the following spells, requiring no material components:
>
> - Cantrips (at will): *explosive fire, fire bolt, light, mind sliver, sacred flame*
> - 1st level (4 slots): *burning hands, cause fear, chromatic orb (fire only), harpe, phoenix feathers robe*
> - 2nd level (3 slots): *dragon’s breath, flaming sphere, laevatein, scorching ray*
> - 3rd level (3 slots): *antagonize, fireball, salamander’s breath, salamander’s claw*
> - 4th level (3 slots): *dominate beast, elemental bane, fire shield, wall of fire*
> - 5th level (2 slots): *antilife shell, immolation, pincer movement*
> ___
> ### Actions
> ***Multi-action.*** Fana can take the *command* action, then cast one spell of 3rd-level or lower.
>
> ***Command.*** Fana can command the fire spirit, Salamander (Matured) to move, take an action, bonus action, or reaction.
##### Description
This form of Fana is caused by the third, evil eye on her forehead opening. In this form, her magic is empowered even further, allowing her to draw upon the full power of the Salamander spirit in its matured form. Additionally, when she feels like her loss is inevitable, she will push her magic to its limit, attempting to take you down with her.
\pagebreakNum
___
> ## The Fire Spirit, Salamander (Matured)
>*Huge elemental (fire), True Neutral*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 84 (12d8 + 30)
> - **Speed** 30 ft., flying 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|18 (+4)|20 (+5)|12 (+1)|16 (+3)|16 (+3)|
>___
> - **Saving Throws** Dex +8, Con +9, Wis +7
> - **Skills** Arcana +5, Intimidation +7, Perception +7
> - **Damage Vulnerabilities** water
> - **Damage Immunities** fire
> - **Condition Immunities** charmed, frightened,
> - exhaustion
> - **Senses** Truesight 60 ft., passive Perception 17
> - **Languages** (can understand the following but not
> - speak): Common, Elven, Sylvan
> - **Challenge** 10 (5,900 XP)
> - **Proficiency Bonus** +4
> ___
> ***Magical Body.*** The Fire Spirit Salamander’s weapon attacks are magical.
>
> ***Mana Composition.*** When the Fire Spirit Salamander is reduced to 0 hit points, it enters a state of hibernation. While in hibernation, it is unconscious, and cannot be targeted for attacks. This hibernation lasts for 24 hours, after which the Fire Spirit Salamander regains consciousness and its current hit points are set to its maximum. Additionally, it does not need to eat, breathe, hydrate, or sleep.
>
> ***Spirit Bond.*** While Third Eye Fana, Aspect of Hatred is mounted on this creature, it adds half her proficiency bonus (rounded down) to its attack rolls and saving throw DCs.
> ___
> ### Actions
> ***Multiattack.*** The Fire Spirit Salamander makes two attacks in any combination from the following options, except for a *breath weapon* attack.
>
> ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, plus 9 (1d8 + 5) fire damage.
>
> ***Slash.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) slashing damage, plus 12 (2d6 + 5) fire damage
>
> ***Salamander's Fireball.*** *Ranged Spell Attack:* +9 to hit, reach 40 ft., one target. Hit: 31 (4d12 + 5) fire damage.
\columnbreak
___
> ***Breath Weapon.*** Each creature in a 40-foot cone must make a DC 17 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, and half as much on a successful one.
> ##### The Fire Spirit, Salamander (Matured)
> *“The fire spirit, Salamander, is one of the four great natural spirits. In its matured form, the Salamander resembles a huge red dragon, with glimmering, flaming scales. In this form, its power is unmatched - hailed as the strongest of the four great natural spirits (though that is up for debate, obviously), it is said it can evaporate an entire ocean with a single swing of its claws! Because of its tremendous power, all the nations of the continent constantly scramble to be the one in control of it, to maintain a military advantage. Thankfully, the Salamander is a relatively free spirit with high standards, so fire and flame mages meeting its minimal requirements are rare, keeping its tremendous power in check on the military front… relatively, of course,”* - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.
___
> ## Third Eye Rhya
>*Medium Humanoid, Lawful Evil*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 112 (16d8 + 40)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|18 (+4)|12 (+1)|18 (+4)|20 (+5)|
>___
> - **Saving Throws** Dex +6, Con +6, Cha +8
> - **Skills** Arcana +5, Deception +9, Insight +5,
> - Perception +8, Performance +9
> - **Condition Immunities** charmed, frightened,
> - exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 18
> - **Languages** Common, Elven
> - **Challenge** 11 (7,200 XP)
> - **Proficiency Bonus** +11
> ___
> ***Evil Eye Awakening.*** When Rhya’s hit points are reduced to a quarter of his maximum (28) or lower, his evil eye opens. He regains a number of hit points equal to half his maximum (56), then, use the “Third Eye Rhya, Aspect of Disloyalty” stat block for the next hour.
\pagebreakNum
___
> ***Spellcasting.*** Rhya is an 11th level spellcaster (spell save DC 16, +8 to hit with spell attacks). Rhya can cast the following spells, requiring no material components:
> - Cantrips (at will): *booming blade, eldritch blast, fire bolt, mage hand, ray of frost*
> - 1st level (4 slots): *cure wounds, dark cloaked black blade, disguise self, sleep*
> - 2nd level (3 slots): *dark cloaked lightless slash, maximillian's earthen grasp, misty step, shadow blade**
> - 3rd level (3 slots): *aqua javelin, haste, salamander's breath, slow*
> - 4th level (3 slots): *ego whip, evard's black tentacles, greater invisibility, raulothim's psychic lance*
> - 5th level (2 slots): *antilife shell, bigby's hand, flame strike*
> - 6th level (1 slot): *chain lightning, sunbeam*
>
> **Third Eye Rhya casts this spell on himself at 2nd-level (this consumes a spell slot) on the first round of combat.*
> ___
> ### Actions
> ***Multiattack.*** Rhya can make two attacks. Additionally, he can replace one of those attacks with a casting of a spell of 2nd-level or lower.
>
> ***Dark Slash.*** *Melee Spell Attack:* +8 to hit, reach 5 ft., one target. Hit: (see the shadow blade cast at 2nd-level).
##### Description
A member of the Eye of the Midnight Sun and one of the Third Eye, Rhya, also known as Rhya the Disloyal, is a man with black hair, and a shady look in his eyes. The strategist of the Eye of the Midnight Sun, his copy magic gives him a vast arsenal of spells to use, and his near superhuman ability of telling when someone is lying helps him predict his opponents’ moves. Despite his great power, he’s rather lazy.
___
> ## Third Eye Rhya, Aspect of Disloyalty
>*Medium Humanoid, Chaotic Evil*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** (See Third Eye Rhya stat block)
> - **Speed** 50 ft.
>___
___
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|20 (+5)|20 (+5)|14 (+2)|20 (+5)|22 (+6)|
>___
> - **Saving Throws** Dex +9, Con +9, Cha +10
> - **Skills** Arcana +6, Deception +10, Insight +6,
> - Perception +9, Performance +10
> - **Condition Immunities** charmed, frightened,
> - exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 19
> - **Languages** Common, Elven
> - **Challenge** 12 (8,400 XP)
> - **Proficiency Bonus** +4
> ___
> ***Evil Eye Empowered.*** Rhya can maintain concentration on two spells at the same time.
>
> ***Self Destruct.*** The first time Rhya, Aspect of Disloyalty would be reduced to 0 hit points, his hit points return to 1 at the start of his turn, and he casts a self-destruction spell, which he charges until the start of his next turn. While he is charging this spell, his AC and saving throws gain a bonus equal to his proficiency bonus. If he is reduced to 0 hit points before the start of his next turn, he dies as normal, and the casting is negated. Additionally, the casting can be interrupted with a casting of *dispel magic* or by taking an action to negate the spell with a weapon that possesses the anti-magic property. The DC for both is 17, and if you use a weapon with the anti-magic property to attempt to negate the casting, roll a d20 and add your Constitution modifier to the roll (if you use *dispel magic*, simply use the normal rules for that spell). If the casting isn’t negated, and Rhya is still alive at the start of his next turn, he casts the spell. Each creature in a 50-foot radius centered on him must make a DC 17 Dexterity saving throw, taking 225 (50d8) necrotic damage on a failed save, or half as much on a successful one.
>
> ***Spellcasting.*** Rhya, Aspect of Disloyalty is a 12th level spellcaster (spell save DC 17, +9 to hit with spell attacks). Rhya can cast the following spells, requiring no material components:
>
> - Cantrips (at will): *booming blade, eldritch blast, fire bolt, mage hand, ray of frost*
> - 1st level (4 slots): *cure wounds, dark cloaked black blade, disguise self, sleep*
> - 2nd level (3 slots): *dark cloaked lightless slash, maximillian's earthen grasp, misty step, shadow blade**
> - 3rd level (3 slots): *aqua javelin, haste, salamander's breath, slow*
> - 4th level (3 slots): *ego whip, evard's black tentacles, greater invisibility, raulothim's psychic lance*
> - 5th level (2 slots): *antilife shell, bigby's hand, flame strike*
> - 6th level (2 slots): *chain lightning, disintegrate, sunbeam*
\pagebreakNum
___
> **Third Eye Rhya casts this spell on himself at 3rd-level (this consumes a spell slot) on the first round of combat.*
>___
> ### Actions
> ***Multiattack.*** Rhya can make two attacks. Additionally, he can replace one of those attacks with a casting of a spell of 3rd-level or lower.
>
> ***Dark Slash.*** *Melee Spell Attack:* +9 to hit, reach 5 ft., one target. Hit: (see the shadow blade cast at 3rd-level).
>___
> ### Reactions
> ***Copy and Cast.*** Rhya can copy one spell of a level equal to or lower than his Constitution modifier cast by a hostile creature within 40 feet of him, then immediately cast it himself with no material components (he still expends a spell slot).
##### Description
This form of Rhya is caused by the third, evil eye on his forehead opening. In this form, the limitations on his magic are removed, allowing him to use two types of copied magic at once, which makes him an even greater threat. Additionally, when he feels like his loss is inevitable, he will push his magic to its limit, attempting to take you down with him.
___
> ## Third Eye Licht
>*Medium Humanoid, Lawful Evil*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 121 (18d8 + 40)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|20 (+5)|20 (+5)|12 (+1)|12 (+1)|20 (+5)|
>___
> - **Saving Throws** Dex +10, Con +10, Cha +10
> - **Skills** Arcana +6, Deception +10, Perception +4,
> - Performance +10
> - **Condition Immunities** frightened, exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 14
> - **Languages** Common, Elven
> - **Challenge** 13 (10,000 XP)
> - **Proficiency Bonus** +5
> ___
> ***Conjured Weapons.*** Licht’s weapon attacks are magical.
___
> ***Dark Elf Berserker.*** When Licht’s hit points are reduced below half his maximum (60), he becomes half-corrupted, gaining the ability to wield the power of both an Elf and a Dark Elf at the same time. When he makes a weapon or spell attack that deals radiant damage, or casts a spell that deals radiant damage, he can replace that radiant damage with necrotic damage for that attack/casting. If he does, that attack/spell ignores all damage resistances and immunities of a creature native to a different plane of existence for that attack/casting only, also all of his attacks and spells deal additional necrotic damage equal to his Constitution modifier.
>
> ***Real Name.*** This creature’s real name is “Patry”.
>
> ***Spellcasting.*** Licht is a 13th level spellcaster (spell save DC 18, +10 to hit with spell attacks). Licht can cast the following spells, requiring no material components:
>
> - Cantrips (at will): *dancing lights, eldritch blast, guidance, mage hand, sacred flame*
> - 1st level (4 slots): *burning hands, cure wounds, detect magic, guiding bolt, magic missile*
> - 2nd level (3 slots): *branding smite, mind thrust, misty step, see invisibility*
> - 3rd level (3 slots): *blinding smite, bright judgment whip, haste, thunder step*
> - 4th level (3 slots): *blight, dimension door, grasping vine, summon construct*
> - 5th level (3 slots): *antilife shell, bigby's hand, dawn, holy weapon*
> - 6th level (2 slots): *heal, planar ally, sunbeam*
> - 7th level (1 slot): *conjure celestial, crown of stars*
> ___
> ### Actions
> ***Multiattack.*** Licht can make two attacks from the options listed below in any combination, except for ray of divine punishment. Additionally, he can replace one of those attacks with a casting of a spell of 3rd-level or lower.
>
> ***Light Sword.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) radiant damage, plus 14 (2d8 + 5) slashing damage.
>
> ***Light Swords of Conviction.*** Each creature in a 40-foot cone must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) radiant damage plus 18 (4d8) piercing damage and becomes blinded until the end of their next turn. On a successful save, a creature takes half damage and suffers no additional effects.
>
> ***Ray of Divine Punishment (1/Day).*** Licht chooses a point he can see in a range of 80 feet, and blasts it with light magic. Each creature in a 30-foot radius centered on the chosen point must make a DC 18 Dexterity saving throw, taking 55 (10d10) radiant damage and becoming blinded for three rounds on a failed save, or half as much damage with no additional effects on a successful one.
\pagebreakNum
##### Description
The leader of the Eye of the Midnight Sun, Licht is a tall man with fair skin and braided blonde hair. He possesses immense hatred for humans, wanting to eradicate them all as revenge for being wronged in the past. The owner of a four-leaf clover grimoire, he wields powerful light magic to defeat his enemies at high speeds. Despite his immense hatred, something wrong with his feelings can be gleaned… a sense that his hatred is misguided.
___
> ## Licht, Leader of the Elves
>*Medium Humanoid, Lawful Good*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 121 (18d8 + 40)
> - **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|22 (+6)|22 (+6)|18 (+4)|20 (+5)|20 (+5)|
>___
> - **Saving Throws** Dex +11, Con +11, Cha +10
> - **Skills** Arcana +9, Insight +9, Perception +10,
> - Persuasion +10
> - **Condition Immunities** charmed, frightened,
> - unconscious, exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 20
> - **Languages** Common, Elven
> - **Challenge** 13 (10,000 XP)
> - **Proficiency Bonus** +5
> ___
> ***Absorbed Spells.*** (0/1)
>
> ***Dual Wielding.*** Whenever Licht makes a melee weapon attack on his turn, he can engage in two-weapon fighting as a bonus action.
>
> ***Enhanced Weapons.*** Licht’s weapon attacks are magical.
>
> ***Spellcasting.*** Licht is a 13th level spellcaster (spell save DC 19, +11 to hit with spell attacks). Licht can cast the following spells, requiring no material components:
> - Cantrips (at will): *booming blade, green-flame blade, mage hand, shocking grasp, sword burst*
> - 1st level (4 slots): *arcane weapon, compelled duel, ensnaring strike, magic missile, thunderous smite*
> - 2nd level (4 slots): *branding smite, cloud of daggers, enhance ability, flame blade, misty step*
___
> - 3rd level (3 slots): *blinding smite, crusader's mantle, elemental weapon, haste*
> - 4th level (3 slots): *freedom of movement, staggering smite, storm sphere, summon construct*
> - 5th level (3 slots): *banishing smite, circle of power, holy weapon, steel wind strike*
> - 6th level (2 slots): *blade barrier, harm, true seeing*
> - 7th level (1 slot): *mordenkainen's sword, origin flash barrage*
> ___
> ### Actions
> ***Multiattack.*** Licht can make three attacks from the options listed below in any combination, except for *demon-dweller sword: conquering eon*. Additionally, he can replace two of those attacks with a casting of one spell of 4th-level or lower.
>
> ***Demon-Dweller & Demon-Destroyer.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) slashing damage.
>
> ***Origin Flash.*** *Ranged Weapon Attack:* +11 to hit, reach 40 ft., one target. Hit: 23 (5d6 + 6) slashing damage. If you have a spell absorbed, you can expend the absorbed spell to empower this attack. If you do, this attack deals an additional 1d6 damage for each level of the absorbed spell you expend (not the original level), also, replace the slashing damage with the damage type of the absorbed spell. If the spell deals more than one type of damage no matter what, split the dice equally (if possible) or rounded up to the lowest half on one of them (if not) and assign the damage types accordingly. If the spell offers a choice/random chance of dealing a different damage type, choose the damage type from the available options.
>
> ***demon-dweller sword: conquering eon (1/Day).*** Licht chooses a direction, then fires a beam of magic in that direction, in a line that is 100 feet long and 15 feet wide. Each creature in range must make a DC 19 Dexterity saving throw, taking 78 (12d12) force damage and being knocked unconscious until the end of its next turn on a failed save, or taking half as much damage with no additional effects on a successful save.
>___
> ### Reactions
> ***Absorb Spell (3/Day).*** When Licht succeeds on a saving throw against a spell, or a spell attack roll misses his AC by an amount equal to or greater than his Constitution modifier, he can absorb the spell and store it. He can only have one spell stored at a time, and he can only absorb spells that deal damage.
\pagebreakNum
#### Origin Flash Barrage
*7th-level Evocation*
___
- **Casting Time:** 1 Action
- **Range:** Self (80-foot cone)
- **Components:** V, S, M (a melee weapon worth at least 1 sp)
- **Duration:** Instantaneous
___
You rapidly fire a dozen slashes in an 80-foot cone. Each creature in range must make a Dexterity saving throw, taking 10d8 slashing damage on a failed save, and half as much on a successful one.
___
If you have a spell absorbed, you can replace the slashing damage with the damage type of the absorbed spell.
___
*At higher levels.* When you cast this spell using a spell slot of 8th-level or higher, the spell’s damage increases by 1d8 for each slot level above 7th.
##### Description
The leader of the elves, the real Licht is a tall man with fair skin and long, flowing blonde hair. A being from 500 years ago, he was best friends with a human, and bears no animosity towards them, unlike his admirer-turned-impersonator, Patry. He uses sword magic, and his true goal in this day and age is to get revenge on the one who truly wronged the elves… the mastermind behind the tragedy that took place 500 years ago.
___
___
> ## Zagred, Word-Soul Devil
>*Medium fiend (devil), Chaotic Evil*
> ___
> - **Armor Class** 18 (natural armor)
> - **Hit Points** 170 (20d10 + 60)
> - **Speed** 30 ft., flying 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|16 (+3)|22 (+6)|20 (+5)|20 (+5)|22 (+6)|
>___
> - **Saving Throws** Con +11, Int + 10, Wis +10, Cha +11
> - **Skills** Arcana +10, Insight +10, Perception +10,
> - Deception +11
> - **Damage Vulnerabilities** dark, damage from weapons that
> - possess the anti-magic property, spiritual damage.
> - **Damage Resistances** all nonspiritual damage, except for
> - necrotic, radiant, dark, and damage from weapons that
> - possess the anti-magic property.
> - **Condition Immunities** charmed, grappled, paralyzed,
> - poisoned, restrained, unconscious, exhaustion
> - **Senses** Darkvision 60 ft., passive Perception 20
> - **Languages** Abyssal, Common, Infernal
> - **Challenge** 13 (10,000 XP)
> - **Proficiency Bonus** +5
>___
> ***Devil's Heart.*** Zagred can only be killed by damage he is weak to. If his hit points are reduced to 0 or lower by damage he is not weak to, at the start of his turn, his hit points become the amount he had at the beginning of the turn of the creature who reduced him to 0 hit points + half his maximum hit points, rounded up, and for each level of spell available to him, he recovers half of the expended spell slots of that level (rounded down, minimum of 1). The first time he uses this ability, he can use it as a reaction, instead of at the start of his turn.
>
> ***Enhanced Weapons.*** Zagred’s weapon attacks are magical.
>
> ***High Ranking Devil.*** Any fiend with a CR or level equal to or lower than Zagred’s CR must obey his commands. Player characters, and fiends with a contract to another creature, are immune to this effect.
>
> ***Legendary Resistance (1/Day).*** If Zagred fails a saving throw, he can choose to succeed instead.
>
> ***Magical Words.*** Zagred cannot be silenced by any magical means, such as the *silence* spell. Additionally, if he tries to charm a creature that he is currently fighting, that creature doesn’t have advantage on its saving throw to resist being charmed.
>
> ***Negative Mana.*** When Zagred casts a spell that deals radiant damage, he can replace that radiant damage with necrotic damage for that casting only.
>
> ***Spellcasting.*** Zagred is a 13th level spellcaster (spell save DC 19, +11 to hit with spell attacks). Zagred can cast the following spells, requiring no material components:
> - Cantrips (at will): *eldritch blast, mage hand, message, mind sliver, vicious mockery, word of radiance*
> - 1st level (4 slots): *command, dissonant whispers, healing word, magnify gravity, shield*
> - 2nd level (4 slots): *binding magic, cloud of daggers, maximillian's earthen grasp, suggestion, summon beast*
> - 3rd level (4 slots): *antagonize, counterspell, haste, lightning lance, storm of blades*
> - 4th level (3 slots): *charm monster, evard's black tentacles, sickening radiance, summon abberation*
> - 5th level (3 slots): *geas, negative energy flood, power word: soul, telekinesis*
> - 6th level (2 slots): *blade barrier, heal, summon fiend*
> - 7th level (1 slot): *divine word, power word: pain*
>___
> ### Actions
> ***Multiattack.*** Zagred can make three attacks from the options listed below in any combination, except for *“You filthy maggots!”*. *Otherworldly devourer* counts as two attacks. Additionally, he can replace two of those attacks with a casting of one spell of 4th-level or lower.
>
> ***Devil's Pierce.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) piercing damage. If the target is concentrating on a spell, they make the Constitution saving throw to maintain concentration with disadvantage.
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___
> ***Otherworldly Devourer (Recharge 5-6).*** Zagred casts a demonic spell and summons a torrent of creatures from another world to a point he sees within 80 feet, to devour his enemies. Each creature in a 20-foot radius centered on that point must make a Constitution saving throw. On a failed save, a creature receives 55 (10d10) necrotic damage, and loses one spell slot of a level equal to half of 1d6 (rounded down, minimum of 1). On a successful save, a creature takes half damage, and suffers no additional effects. A creature without the Spellcasting feature makes this saving throw with advantage, and a creature capable of wielding weapons with the Anti-Magic property makes this saving throw with advantage, receives half damage on a failed save, and receives no damage on a successful save.
>
> ***"You filthy maggots!" (1/Day).*** Zagred selects up to a number of creatures he can see in a range of 40 feet equal to half his Constitution modifier (rounded up) and attempts to grab them. A target creature makes a DC 19 Dexterity saving throw with disadvantage, becoming restrained and incapacitated on a failed save. Zagred must maintain concentration on these restraints as if he was maintaining concentration on a spell. A creature who failed its saving throw can only be freed after 1 minute, or when Zagred’s concentration ends, whichever happens first. While maintaining concentration on the restraints, Zagred cannot take any reactions or legendary actions, and he can't cast any spells that require somatic components, unless the spell requires speaking (not if it has verbal components, but if the spell’s description outright says it requires speaking).
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> ### Reactions
> ***Weaken (3/Day).*** When Zagred gets hit by a weapon or spell attack, he can roll a 1d10, and decrease the attack roll by the result, changing whether or not he gets hit.
>___
> ### Legendary Actions
> Zagred can take 1 legendary action, 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. Zagred regains spent legendary actions at the start of his turn.
>
> ***Counterattack.*** Zagred makes one devil’s pierce attack.
>
> ***Blow Back.*** Zagred creates a blast of air that pushes back all creatures within 5 feet of him a number of feet equal to 1d8 times 5.
>
> ***Word Soul.*** Zagred casts one of his spells of 3rd-level or lower.
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##### Description
A high-ranking devil, Zagred has a pitch black, slender body, with a pair of wings, red eyes, two horns, and a pale face. The mastermind behind the elf massacre 500 years ago, he orchestrated it all to cause Licht - the real one - to fall into despair, so that he could steal the five-leaf clover grimoire that would be produced, and take over Licht’s body. While he is sadistic in nature, drawing visible joy from the suffering of others, he does seem to be capable of some basic empathy towards fellow devils. With his Word Soul magic, he is a formidable foe - an enemy not to be taken lightly.
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# PART 6
##### Rule Revisions
## Actions
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#### Dousing
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You can use an action to douse out a creature or object that is burned (currently on fire). To do so, you must be within 10 feet of them, and must have a way of transporting an amount of water according to the dousing table (see below) and pouring it over them. Alternatively, you can immediately douse out a creature or object that is burned by either hitting them with a spell that deals water damage, or pushing them into a body of water that is big enough to fully submerge their entire body, or just the part that is burned, if only a single part is burned.
| Creature Size | Water (in gallons) |
|:---:|:-----------:|
| Tiny | 0.5 |
| Small | 1 |
| Medium | 1 |
| Large | 2 |
| Huge | 4 |
| Gargantuan | 8 |
## Additional rules
#### Mana Zones
If two or more creatures have their Mana Zone active, and are in a position where said Mana Zones would overlap, the following rules apply:
- If the creatures are allies, the effects of their Mana Zones do not stack - any effects that are identical only apply once, and only to the owner of the Mana Zone.
- If the creatures are enemies, a Mana Zone clash is initiated. As part of a Mana Zone clash, the creatures whose Mana Zones are overlapping make a skill contest between their spellcasting abilities (1d20 + spell attack bonus), with the higher result winning. If the two results are equal a tie occurrs.
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The winner of a Mana Zone clash gets to maintain their Mana Zone as normal, while the loser’s Mana Zone is decreased to only having a radius of 20 feet. In the case of a tie, both Mana Zones either end immediately, or are maintained without them affecting any hostile creatures, but still benefiting their owner (DM’s choice).
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## Conditions
#### Burned
* A creature or object becomes burned if it’s set on fire by a flame that is at least a third of its size, or if it gets hit by a spell that says it burns the target. A creature that is burned must make a DC 15 Constitution saving throw every 6 seconds (if the burn is caused by a spell, it uses the caster’s spell save DC instead). On a successful save, they are no longer burned. On a failed save, the creature is still burned, and takes 2d6 fire damage. The creature that is burned, or an ally within 10 feet of them, can use their action to pour water on them and immediately douse out the fire (see dousing rules).
Getting hit by a spell that deals water damage immediately douses out the fire on any burned creature. If a burned creature is reduced to 0 hit points, they immediately die, and their body starts cremating over time (tiny creatures are cremated instantly, small and medium creatures take 6 seconds to fully cremate, with a creature taking 6 more seconds to cremate for every size bigger than medium).
* A burned creature has disadvantage on all Dexterity and Charisma saving throws it makes while burned.
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#### Drenched
* A creature or object becomes drenched if a minimum of gallons of water depending on its size gets poured on it (see dousing rules), or if it gets hit by a spell that says it drenches a target. A creature or object ceases to be drenched after a long rest where it sits in front of a lit fire, for a minimum of 1 hour for every 3 gallons of water. Alternatively, a creature or object is no longer drenched if it uses a towel to dry itself, or if a day has passed since it became drenched and it has not become drenched again.
* A drenched creature has advantage on saving throws against getting burned. However, it has disadvantage on all Strength and Wisdom saving throws it makes while drenched, and its movement speed is reduced by 10. Additionally, if a drenched creature is hit by an attack or spell that deals lightning or cold damage, they take additional damage equal to half their own level (or CR, if they do not have a level), rounded up.
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## Tags
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#### The "Exclusive" Tag - Exclusive Features
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Features that have the tag of Exclusive, presented like this - (Exclusive) - are exclusive features, general class features that are exclusive to characters that meet specific prerequisites. In this case, the only prerequisites are to have taken the Loathed By Mana magical circumstance. This was done to balance out the Loathed By Mana circumstance, who hardly gets any class features compared to the Clover Knight's other magical circumstances, and also doesn't get spells.
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#### The "F" Tag - Forbidden Spells
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Just like the “R” tag, which is used to denote spells that are rituals, the “F” tag is used to denote spells that are forbidden.
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In the Black Clover world, forbidden spells draw upon negative mana - they’re human spells cast with the mana of devils. Because of that, casting them results in repercussions, hence why these spells have limitations on them.
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For starters, these spells cannot be learned by leveling up, only through spell scrolls or plot events. Additionally, these spells can only be cast once a creature is all out of spell slots (forbidden spells don't require a spell slot to cast) - this serves to ensure that they can't be used to just cheese encounters, and that they get the dramatic gravitas they deserve.
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Lastly, once a creature casts a forbidden spell, they must roll a d100. On a roll of 86 or higher, their race is replaced with the Half Devil lineage. On a roll of 85 or lower, they are permanently turned into an Anti-Bird (see chapter 5 for the stat block), retaining only their mental scores. This change can only be reverted by a casting of *remove curse* at 9th level. After that’s done, a creature returns to their normal form, their race is replaced with the Half Devil race, and they gain the *Sealed Transformation* feat.
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#### The “S” Tag - Signature Spells
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As you might have seen, certain 5th-level spells in this compendium contain the “S” tag. Just like the “R” tag for ritual spells, and “F” tag for forbidden spells, the “S” tag is used to denote signature spells. Signature spells are specific 5th-level spells that, due to the specific type of magic they employ and the level of mastery it requires in a specific area, can only be used by mages who meet specific requirements, and monsters who know the spells.
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For example, the spell *power word: soul* has the “S” tag, with “Devil Host: Zagred” written in brackets next to it. That means that only characters who are hosts of the Devil Zagred (or some substitute of it/another powerful devil capable of magical speech), and monsters who have the spell written down in their stat block, can use this spell.
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