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The Unblinking Herald - AI-generated fantasy Monster

The Unblinking Herald

The masked caster was once a respected urban arcanist who discovered a fragment of a Far Realm transmission hidden inside a meteorite. The revelation taught it that reality is only a temporary agreement between minds. Now it seeks to weaken that agreement by spreading visions, manipulating civic leaders, and opening a permanent breach beneath the city.

MediumHumanoid(Spellcaster)CR CR 10, Hard encounter for a level 7 partyChaotic evil

The Unblinking Herald

far realmocculturban villainmasked spellcasteraberration cultelite controller
HP135AC+9SPD30 ft., Climb 20 ft. using hands and feet, Misty Step and Dimension Door through spellsCR10 (5,900 XP)ArcanaDeceptionInsightInvestigationPerceptionStealth
STR
10
DEX
16
CON
16
save
INT
18
save
WIS
16
save
CHA
20
save
Alien Mind. The caster has advantage on saving throws against being charmed or frightened.
Unstable Revelation. The caster has advantage on saving throws made to maintain concentration on spells. If it fails such a saving throw, it can choose to succeed instead once per day.
Mask of Unblinking Sight. The caster can see normally in magical darkness. In addition, it knows the location of any creature within 30 feet of it that is invisible or hidden, provided that creature is not behind total cover.
Harvest the Last Thought. When the caster reduces a creature to 0 hit points, it gains 10 temporary hit points and can immediately move up to 15 feet without provoking opportunity attacks.
Reflected Escape. The caster can take a bonus action to teleport up to 30 feet to an unoccupied space it can see if it is in dim light, darkness, or within 5 feet of a reflective surface.
Gaze of the Far Realm. The mask releases a beam of violet radiance at one creature the caster can see within 120 feet. The target must make a Dexterity saving throw, taking 27 () force damage on a failed save, or half as much damage on a successful one. On a failed save, the target also cannot take reactions until the end of its next turn.
Eldritch Scepter. The caster makes two attacks with its Eldritch Scepter, or uses Eldritch Scepter twice. Ranged Spell Attack: to hit, range 120 feet, one target. Hit: 13 () force damage, and the target must succeed on a Wisdom saving throw or be pushed up to 10 feet in a direction of the caster's choice.
Whispers Made Flesh. The caster targets a point it can see within 90 feet. Each creature within a 15-foot-radius sphere centered on that point must make a Intelligence saving throw. On a failed save, a creature takes 22 () psychic damage and is confused by alien whispers until the end of its next turn. While confused, the creature cannot take reactions and must roll a d6 at the start of its turn: 1 or 2, it uses its action to make one melee attack against a randomly determined creature within reach; 3 or 4, it takes no action; 5 or 6, it acts normally. On a successful save, a creature takes half damage and suffers no confusion.
Fractured Step. The caster opens a momentary portal to the Far Realm at a point within 60 feet. Each creature within 10 feet of that point must make a Strength saving throw. On a failed save, a creature takes 18 () force damage and is teleported to an unoccupied space of the caster's choice within 30 feet of the portal. On a successful save, it takes half damage and is not teleported. The portal closes immediately.
Shield. When the caster is hit by an attack or targeted by magic missile, it gains a bonus to AC against that attack, potentially causing it to miss. The caster can use this reaction after seeing the roll but before knowing whether the attack hits.
Counterspell. When a creature the caster can see within 60 feet casts a spell, the caster attempts to interrupt it. If the spell is 3rd level or lower, it fails. If it is 4th level or higher, the caster makes an Intelligence check with a bonus against + the spell's level.
Alien Step. The caster moves up to half its speed without provoking opportunity attacks.
Scepter Bolt. The caster makes one Eldritch Scepter attack.
Unsettling Revelation (Costs 2 Actions). One creature the caster can see within 60 feet must succeed on a Wisdom saving throw or have disadvantage on its next attack roll and saving throw before the end of its next turn.
Cantrips
Minor IllusionIllusion The caster creates a harmless sensory effect, such as distant whispers, violet sparks, or the smell of ozone.
Eldritch BlastEvocation The caster fires a beam of crackling energy. Ranged spell attack: +9 to hit, range 120 feet. Hit: 11 (2d10) force damage.
Mage HandConjuration The caster creates a magical hand that can manipulate objects and perform simple tasks.
MessageTransmutation The caster creates a sound or image that distracts or deceives observers.
2nd level
InvisibilityIllusion The caster gains advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
Misty StepConjuration The caster teleports up to 30 feet to an unoccupied space it can see.
3rd level
CounterspellAbjuration The caster magically counters a creature's spell as described in the Counterspell reaction.
Hunger of HadarConjuration The caster creates a 20-foot-radius sphere of supernatural darkness that blocks darkvision.
4th level
Raulothim's Psychic LanceEnchantment The caster deals 8d6 psychic damage in a 60-foot cone, requiring a DC 17 Intelligence saving throw. On a failed save, a creature is also frightened until the end of its next turn.
Greater InvisibilityIllusion The caster becomes invisible, and anything it carries or wears is invisible with it. The effect lasts up to 1 minute while concentration is maintained.
Dimension DoorConjuration The caster teleports itself and up to one willing creature to a destination within 500 feet.
5th level
Dominate PersonEnchantment The caster takes control of a humanoid or creates a magical suggestion that influences the target's actions.
Synaptic StaticEnchantment The caster creates a 20-foot-radius sphere of psychic distortion. Creatures inside must make a DC 17 Wisdom saving throw or become frightened, confused, or incapacitated according to the caster's choice for up to 1 minute while concentration is maintained.
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