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This includes traits that were not activated to see what they could have been!



Three Wise Ones

Group Traits

Bonded by Manipulated Lore: If a Wise One is defeated, the other surviving Wise ones restore back to full health.  The surviving Wise Ones gain a Vulnerability Stack.

Ghaspar (Simulacrum 1)

HP: 222

AC : 16

STR 15 DEX 15 CON 13 INT 22 WIS 18 CHA 22

Saves : Int +10, Wis +8, Cha +10

Condition Immunities : Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Traits

Time Manipulation : If Ghaspar is dealt damage 12 times by any damage source, this turn ends.  Ghaspar then casts each of his spells, before moving up to 4 times his movement speed.  The initiative order goes back to the top of the round. When Ghaspar is defeated, the remaining wise ones gain +2 AC and double movement speed.

Restorative Magicks : If Ghaspar deals damage, he can heal 20 health to any of the Three Wise Ones.  If Ghaspar is defeated, The Three Wise Ones gain Regeneration 10.

Dual Casting : Whenever Ghaspar casts a spell, he may cast another one.  If Ghaspar is defeated, The Three Wise Ones gain Multiattack +1.

Melchoir (Simulacrum 2)

HP: 222

AC : 16

STR 13 DEX 22 CON 15 INT 18 WIS 20 CHA 18

Saves : Str +5, Dex +10, Wis +9

Condition Immunities : Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Traits

Illusive Defenses : Melchoir is constantly surrounded by an illusionary duplicate of herself.  Each time a creature targets Melchoir with an Attack, roll a d20 to determine whether the Attack hits Melchoir or the duplicate.  You must roll an 11 or higher to hit Melchoir, otherwise you hit the duplicate.  If the duplicate is hit, it is destroyed.  At the beginning of Melchoir’s turn, she regains her illusionary duplicate. When Melchoir is defeated, The Three Wise Ones gain the effect of Mirror Image for 1 Minute.

Deadly Multistrike : Melchoir has Multiattack +2. When defeated, The Three Wise Ones gain Multattack +1.

Hasted Movement : Whenever Melchoir takes a move action, she can take the dash action for free.  When Melchoir is defeated, The Three WIse Ones gain +20ft Movement Speed.

Bathlazar (Simulacrum 3)

HP : 222

AC : 18

STR 23 DEX 11 CON 23 INT 23 WIS 17 CHA 6

Saves : Str +10, Con +10, Int +10

Condition Immunities : Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Traits

Shrinking Arena : Radiation continues to surround the arena, slowly closing people in at the beginning of Bathlazar’s turn.  When Bathlazar is defeated, this effect continues at an Initiative of 1.

Battlefield Mastery : At the beginning of Bathlazar’s turn, Balthazar creates a 10ft Radius Area that counts as hindering terrain.

Siege Combat : At the end of the round, an Eye of Atlas fires off in a 10ft area.  This continues after Bathlazar has been defeated on an initiative of 1.

Turns

Melchoir Turn (25)  Melchoir takes a move action, and Multiattacks with Melchoir Katana +3 3 times.  If she hits 3 times, she is able to teleport up to her movement speed and attack again with Melchoir Katana +3 at advantage.

Ghaspar Turn (15) Ghaspar teleports up to his movement speed. He then casts a spell.

  • Void Shield : 4th Level Spell, 1 Minute Duration. If you aren’t wearing a shield, gain +2 AC.   Whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with Void Energy.  The attacker takes 2d6 Void damage.
  • Void Consumption : 4th Level Spell, 60ft range, 1 Minute Duration.  On hit, deal 4d12 Void Damage and on each of your turns for the duration, you can use your action to deal 4d12 damage to the target automatically. You may spend your bonus action instead to deal 2d12 Void Damage to the target automatically.  The spell ends if outside the spell’s range, or if it has total cover from you.  When cast higher, increase the initial damage by 1d12.
  • Void Explosion : 4th Level Spell, 8d8 Void Damage, 20ft radius, 60ft Range.  May make it a Dex or Constitution Save - Caster’s choice.  When cast higher, increase damage by 1d8.
  • Void Blast : You create a Blast of Void Energy and hurl it at a target within range.  One a hit, the target takes 5d12 Void Damage.

Balthazar Turn (5) Balthazar moves up to their movement speed and then attacks with either Seismic Crush or Eye of Atlas.

Attacks :

Melchoir Katana +3 : +13, 2d8+9 Slashing Damage.

Seismic Crush : 10ft area, Melee, +10 to Hit, 4d8+6 Bludgeoning Damage.

Eye of Atlas : 120ft range, +10 to Hit, 5d6+6 Radiant Damage.

Loot

1 Auroran Autochip - Adds +1 to weapon/armor.  Caps at +2.

Tome of Void Shield

Tome of Void Consumption

Tome of Void Explosion

Tome of Void Blast

Staff of Melchoir : Quarterstaff +3 that also adds +3 to Spell Attack Rolls.

Gauntlets of Balthazar : Attunement.  Sets STR to 22.

Melchoir Katana +3  : 2d6 Damage Longsword +3.  Grants +1 Extra Attack when taking the attack action.

1 Auroran Auto Chips (12-20)  - Adds +1 to weapon/armor.  Caps at +2.

1 Auroran Super Computer Chip (15-20) - Adds +1 to weapon/armor.  Caps at +3.

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