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Charles the leprechan - AI-generated fantasy Monster

Charles the leprechan

Charles was once the favored entertainer of a fey monarch, famous for turning solemn ceremonies into disasters that somehow ended in applause. He stole the Emerald Castle's crown jewel after discovering that it could amplify enchantment magic. By binding the jewel to his name, Charles gained access to the castle's wards and learned how to inhabit Calia Verta, the castle's rightful keeper. He now insists that Calia is merely his most elaborate puppet, though a fragment of her will still resists him from within.

SmallFey(Fey)CR CR 13CN

Charles the leprechan

feyleprechauntricksterillusionistenchanterpossessioncastle villainemerald magic
HP168AC+13SPD30 feet, Fly 60 feet, perfectCR13BluffDiplomacyDisguiseEscape ArtistKnowledge, localPerceptionSense MotiveSleight of HandSpellcraftStealthUse Magic Device
STR
10
DEX
24
CON
14
INT
20
WIS
22
CHA
26
Fey Trickster. Charles has DR 10/cold iron, a +4 racial bonus on saving throws against spell-like and supernatural abilities, and immunity to polymorph effects.
Vanishing Act. Charles can use greater invisibility at will, but the effect ends immediately after he deals damage with an attack.
Laughing Defiance. Charles gains a bonus on saving throws against enchantment effects. If he succeeds at a save against an enchantment, the caster must succeed at a Will save or become fascinated by Charles for 1 round.
Unseelie Skulker. Charles can pass through any gap at least 1 inch wide without squeezing and gains a bonus on Escape Artist checks.
Everything Is a Joke. As a free action once per round, Charles may cause a creature within 30 feet to briefly believe that one unattended object is another object of similar size. The effect lasts 1 round and allows a Will save to disbelieve.
Stolen Voice. Charles can communicate telepathically with Calia Verta while she remains within the Emerald Castle. Calia can attempt a Will save once per hour to send a one-sentence message through the link.
Leprechaun Magic. Charles can use detect thoughts, disguise self, major image, and ventriloquism at will. Caster level 13th. The save DC for these effects is 26.
Multiattack. Charles makes one rapier attack and one shortbow attack, or uses two trickster powers.
Emerald Rapier. Melee +19, rapier, /18-20 plus beguiling wound. A creature damaged by the rapier must succeed at a Will save or become fascinated by Charles until the end of its next turn. This is a mind-affecting enchantment effect.
Viridian Shortbow. Ranged +21, shortbow, plus poison. Range increment 60 feet. The arrow carries viridian sleep poison: frequency 1/round for 6 rounds, effect sleep for 1 round, initial and secondary saves Fortitude , cure 2 consecutive saves.
Crown of Mirth. Charles targets one creature within 60 feet. The target must succeed at a Will save or be affected as if by confusion for rounds. On a failed save by 5 or more, Charles chooses the creature's actions instead of rolling on the confusion table. This is a mind-affecting compulsion effect.
Borrowed Step. Charles chooses one creature within 60 feet. The target must succeed at a Will save or be teleported to an unoccupied space Charles can see within 60 feet. If the destination is hazardous, the target receives a new save to resist the teleportation.
Emerald Masquerade. Charles causes a 20-foot-radius burst of illusory emerald mist centered within 120 feet. Creatures in the area are concealed from one another, and the area functions as difficult terrain. The mist lasts 5 rounds. Charles and creatures he designates can see normally through it.
Mischievous Possession. Once per day, Charles attempts to seize control of Calia Verta or another humanoid within 30 feet. The target must succeed at a Will save or become dominated as dominate person for 13 rounds. Charles can perceive through the dominated creature's senses and may issue commands as a free action. Calia receives a -4 penalty on this save if Charles is within her home or has possession of her emerald signet.
Emerald Decoy. When targeted by an attack, Charles creates a glittering duplicate and switches places with it, imposing a 50% miss chance against the triggering attack. The duplicate vanishes immediately after the attack resolves. Charles can use this reaction three times per day.
Laughing Reversal. When a creature within 60 feet succeeds at a saving throw against one of Charles's mind-affecting abilities, Charles forces it to reroll the save. The creature must use the second result. Charles can use this reaction once per round and three times per day.
Scamper. Charles moves up to his speed without provoking attacks of opportunity.
False Charles. Charles creates a silent image of himself in a space within 60 feet. The image lasts until the start of his next turn.
Cruel Joke (Costs 2 Actions). Charles uses Crown of Mirth or Borrowed Step.
Royal Prank (Costs 3 Actions). Charles casts one spell of 5th level or lower or uses Emerald Masquerade.
Cantrips
Ghost SoundIllusion Creates a sound or visual illusion lasting concentration plus 3 rounds.
2nd level
InvisibilityIllusion Makes Charles invisible for 13 minutes or until he attacks.
Mirror ImageIllusion Creates multiple illusory duplicates of Charles.
3rd level
SuggestionEnchantment Makes one humanoid creature obey Charles's spoken commands for 13 rounds.
Major ImageIllusion Creates a convincing visual illusion with sound, smell, and temperature components.
4th level
ConfusionEnchantment Temporarily dominates one humanoid creature.
Dimension DoorConjuration Allows Charles to step through a reflection and reappear at a visible location.
Resilient SphereAbjuration Imprisons a creature in a shimmering emerald cage.
5th level
Dominate PersonEnchantment Forces one creature to follow Charles's mental commands.
False VisionIllusion Makes Charles difficult to locate and allows him to conceal his presence from magical observation.
6th level
Permanent ImageIllusion Creates a programmed illusion that activates when specific creatures enter the area.
TeleportConjuration Teleports Charles and willing creatures to a destination known to him.
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