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Spellcasting

Spellcasting

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Comma-separated spell names (cast at will).

Spell Levels (spells · slots)
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Maxwell

Medium humanoid, lawful evil

Armor Class 18 (enchanted robes)
Hit Points 2000
Speed 40 ft.
STR
11
(+0)
DEX
12
(+1)
CON
18
(+4)
INT
13
(+1)
WIS
18
(+4)
CHA
15
(+2)
Saving Throws -1 strength, con +7 int+2 wis+7
Damage Resistances Poison
Damage Immunities necrotic
Condition Immunities can't be charmed.
Senses passive Perception 15
Languages Common, undead, goblin, troll, draconic.
Challenge 20 (25,000 XP)

Spellcasting. The Maxwell is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +7 to hit with spell attacks).

Cantrips (at will): Toll the Dead

1st level: Dissonant Whispers, Inflict Wounds, Sanctuary, Ray of Sickness

2nd level: Ray of Enfeeblement, Hold Person, Silence, Blindness/Deafness

3rd level: Animate Dead, Revivify, Stinking Cloud, Bestow Curse

4th level: Blight, Banishment, Phantasmal Killer, Confusion

5th level: Raise Dead, Contagion, Cloudkill, Dominate Person

6th level: Circle of Death, Harm, Chain Lightning

7th level: Resurrection, Finger of Death

8th level: Abi-Dalzim’s Horrid Wilting, Clone, Dominate Monster

9th level: True Resurrection, Power Word Kill

Magic Resistance. The {name} has advantage on saving throws against spells and other magical effects.

Legendary Resistance. If the {name} fails a saving throw, it can choose to succeed instead (3/day).

Undead Fortitude. If damage reduces the {name} to 0 hit points, it must make a Constitution saving throw unless the damage is radiant or from a critical hit. On a success, the {name} drops to 1 hit point instead.

Fey Ancestry. The {name} has advantage on saving throws against being charmed, and magic can't put the {name} to sleep.

Reactions

Shield. The {name} casts Shield in response to being hit by an attack. It gains a +5 bonus to AC, including against the triggering attack, until the start of its next turn.

Absorb Elements. The {name} casts Absorb Elements in response to taking acid, cold, fire, lightning, poison, or thunder damage. It gains resistance to that damage type until the start of its next turn, and its next melee weapon attack deals an extra [X]d6 damage of that type.

Legendary Actions

Paralyzing Touch. The {name} makes a melee spell attack against one creature. On a hit, the target is paralyzed for 1 minute. Costs 1 Action.