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Parathas the Calculator - AI-generated fantasy Monster

Parathas the Calculator

Parathas was once a celebrated arcanist in the late elven age, serving as an adviser to kings who believed his predictions could prevent war. He eventually concluded that peace was merely a temporary error in the world's equation. For centuries, he has engineered disasters, funded opposing factions, and altered succession crises so that civilization would become desperate enough to accept imperial unity. His chosen model is a revived Thessarill Empire, rebuilt under rulers he can control from the shadows.

MediumHumanoid(Elf)CR Challenge 30, Deadly SoloLawful Evil

Parathas the Calculator

ElvenArcanistMastermindManipulatorSpellcasterSolo BossPolitical VillainLegendary Creature
HP420AC+19SPD30 ft., Fly 60 ft. while concentrating on a spellCRChallenge 30, Deadly SoloArcanaDeceptionHistoryInsightInvestigationPerceptionPersuasionStealth
STR
14
save
DEX
20
save
CON
22
save
INT
30
save
WIS
24
save
CHA
24
save
Ancient Fey Blood. Parathas has advantage on saving throws against spells and other magical effects. He cannot be put to sleep by magic, and magic cannot put him to sleep.
Split Concentration. Parathas can concentrate on two spells at once, but only one of the spells can be 5th level or higher. He makes a separate Constitution saving throw for each spell when he takes damage. If he fails either saving throw, he loses concentration on that spell. This trait cannot be used to maintain two spells that both directly incapacitate or dominate a creature.
Legendary Resistance. Parathas has four uses of Legendary Resistance. If he fails a saving throw, he can choose to succeed instead.
Perfect Preparation. Parathas adds his Intelligence modifier to initiative rolls. He also cannot be surprised while conscious.
Recalculate Outcome. Once per round, when a creature Parathas can see within 120 feet succeeds on a saving throw against one of his spells or abilities, Parathas can force that creature to reroll the saving throw. The creature must use the new roll. Parathas can use this trait three times per day.
Architect of Certainty. Parathas can cast one of his prepared spells without verbal components. In addition, his spells ignore half and three-quarters cover.
Siege of Reason. Parathas's weapon attacks and spells deal double damage to objects and structures. He can identify the structural weakness of a building or magical barrier as a bonus action.
Multiattack. Parathas makes three Arcane Scepter attacks. He can replace one attack with a use of Calculated Ruin.
Arcane Scepter. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: 18 () force damage, and the target must succeed on a Intelligence saving throw or have disadvantage on its next attack roll, saving throw, or ability check before the end of its next turn.
Calculated Ruin. Parathas chooses a point he can see within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 45 () force damage plus 45 () psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also restrained by luminous geometric sigils until the end of its next turn. A restrained creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.
Command the Unwary. Parathas targets one creature he can see within 120 feet. The target must make a Wisdom saving throw. On a failed save, Parathas controls the creature until the end of Parathas's next turn. While controlled, the creature uses its reaction immediately to move up to its speed and make one weapon attack against a target Parathas chooses. If the creature has no weapon attack, it instead casts a cantrip or takes the Dodge action. On a successful save, the creature is immune to this action for 24 hours.
Geometric Dominion. Parathas chooses a point within 120 feet. A 30-foot-radius, 40-foot-high cylinder of translucent force appears there and lasts until the end of Parathas's next turn. The area is difficult terrain for Parathas's enemies. When an enemy enters the area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or take 22 () force damage and be pushed up to 20 feet in a direction Parathas chooses. Parathas can dismiss the cylinder as a bonus action.
Calculated Step. Parathas teleports to an unoccupied space he can see within 60 feet. Each creature within 10 feet of the space he leaves must succeed on a Dexterity saving throw or take 22 () force damage and be unable to take reactions until the start of its next turn.
Countermanded Fate. When Parathas fails a saving throw, he can choose to succeed instead. If the effect would incapacitate him, he can teleport up to 30 feet before resolving the effect, provided he has an unoccupied space he can see. Once he uses this reaction, he cannot use it again until the start of his next turn.
Reposition. Parathas moves up to half his speed without provoking opportunity attacks, or uses Calculated Step.
Scepter Strike. Parathas makes one Arcane Scepter attack.
Revise the Equation (Costs 2 Actions). One creature Parathas can see within 120 feet must succeed on a Intelligence saving throw or subtract from the next attack roll, saving throw, or ability check it makes before the end of its next turn.
Accelerated Formula (Costs 2 Actions). Parathas casts a spell of 3rd level or lower without expending a spell slot, or uses Geometric Dominion.
Masterstroke (Costs 3 Actions). Parathas uses Calculated Ruin or Command the Unwary.
4th level
Arcane EyeDivination Parathas creates a large invisible magical eye that scouts distant locations and relays information to him.
5th level
Wall of ForceEvocation Parathas creates an invisible magical barrier that blocks physical passage and many forms of teleportation and planar travel.
MisleadIllusion Parathas creates an illusory duplicate of himself that can speak, gesture, and react believably for up to 1 minute.
6th level
True SeeingDivination Parathas's magical sight cannot be fooled by darkness, invisibility, illusions, shapechanging, or visual transformations. He can perceive the original form of a creature or object.
7th level
TeleportConjuration Parathas teleports himself and up to eight willing creatures to a destination he knows. He normally uses this spell through prepared palace portals.
SimulacrumIllusion Parathas creates a duplicate of himself made from shadow and illusion. The duplicate can distract enemies, deliver false information, and trigger prepared traps.
8th level
Mind BlankAbjuration Parathas is immune to psychic damage and any effect that would sense his emotions, read his thoughts, or locate him through divination magic.
Dominate MonsterEnchantment Parathas magically charms or dominates a humanoid, often using the spell to plant long-term political commands.
9th level
ForesightDivination Parathas has advantage on attack rolls, ability checks, and saving throws. Other creatures have disadvantage on attack rolls against him. He cannot be surprised.
ImprisonmentAbjuration Parathas attempts to permanently imprison a creature in a demiplane, gem, or other prepared magical vessel. He uses this as a final answer against enemies he cannot manipulate.
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