Theodore Charlin
The Mayor of Ten Towns: Apostle of Tartarus
Stats:
AC 22 (24)
Initiative: +6
Spell Save DC 22 (20)
Truesight: 20ft
Darkvision: 120ft
Hp: 570 (Second Phase is around half)
Str: 16 (+3), Second Phase: 25 (+7) DC 15 (21)
Dex: 18 (+4), Second Phase: 14 (+2) DC 16 (14)
Con: 17 (+3), Second Phase: 23 (+6) DC 14 (17)
Int: 23 (+6), Second Phase: 18 (+4) DC 19 (17)
Wis: 20 (+5), Second Phase: 19 (+4) DC 20 (19)
Cha: 27 (+8), Second Phase: 22 (+6) DC 22 (20)
Ability: Advanced Magic Mastery - Because of his many years of study and his connection with Tartarus, Theodore can quicken any 5th level spell or below.
Legendary Ability: Rule Breaker - Being empowered by Tartarus itself, Theodore has partial authority over the laws of the world. Upon a roll of 1d4 (or 1d6), The rules of Dnd will bend to Theodore and one event that changes the course of the encounter will occur. This effect can be used 4 time during the encounter and will be replenished upon entering the second phase of the fight with the addition of two more effects that could be played
New Order - Everyone rerolls initiative
Snatch - Upon a failed DC 21 Str/Int Saving throw, Steals the one item/weapon/tool from any creature on the battlefield for 2 rounds
Rearrange - Randomize two of stats of two creatures one the battlefield. Roll 2d6 to see which stats are being switched. If doubles occur, freely choose with other stat to swap.
Redirect - Upon the this number being rolled, Theodore gains the equal of a legendary resistance to any form of damage or negative spell effects and reflects that back at the user. The original instigator of the action can dodge the effect upon a successful DC 18 Dex Check.
Second Phase Effects -
Fury - Upon a failed DC 18 Con/Wis Saving Throw, Theodore will create a copy of a creature and deal either 4d10 Acid, Fire, Lighting, or Poison Damage to the created creature have it take half of the damage and toss them up to 30 feet away from any where.
Unity - Theodore will become attuned to Tartarus and call upon the Dark Patron to heal his wounds up to 4d12 +10
Known Spell List:
Cantrips - All of them
1st: 9 - Command, Comprehend Language, Detect Magic, Detect Good and Evil, Disguise Self, Hex
2nd: 9 - Archaist’s Magic Aura, Arcane Lock, Detect Thoughts, Invisibility, Mirror Image, Phantasmal Force, Silence, Suggestion
3rd: 8 - Counter Spell, Dispel Magic, Feign Death, Fireball, Fly, Non-detection, Tiny Hut, Tongues
4th: 7 - Confusion, Dimension Door, Polymorph
5th: 6 - Dominate Person, Dream, Mislead, Telekinesis
6th: 5 - Circle of Death, Disintegrate, Eyebite, Irresistable Dance, Programmed Illusion
7th: 4 - Delayed Blast Fireball, Prismatic Spray, Project Image, Regenerate, Simulacrum, Teleport, Divine Word
8th: 3 - Sunburst, Mind Blank, Glibness, Dominate Monster, Tsunami, Power Word Stun
Second Phase Attacks:
Kick: DC 17 Con, Knocked back 15 ft, Failed is prone and knocked back 30ft, flat 10 damage
Claw: to hit +11, on hit +7, 1d12
Cleave: 15ft sweep infront, to hit +12, on hit +8, 1d20
Lazer: 45ft linear piercing elemental damage, to hit +10, on hit +5, 2d8 fire, acid, poison, or lighting damage