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Jon Irenicus
- STR
- 19 (+4)
- DEX
- 16 (+3)
- CON
- 16 (+3)
- INT
- 22 (+6)
- WIS
- 14 (+2)
- CHA
- 16 (+3)
If Jon Irenicus fails a saving throw, he can choose to succeed instead.
If he has a phylactery and he is destroyed, Jon Irenicus gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Jon Irenicus carries a rod of lordly might. He can use a bonus action to switch it between its Mace and Flame Tongue attacks.
Jon Irenicus has advantage on saving throws against any effect that turns Undead.
Jon Irenicus casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
At will: Melf's acid arrow, detect magic, detect thoughts, invisibility, magic missile, mage hand, mirror image, prestidigitation, ray of frost, shield
2/day each: animate dead, dimension door, dispel magic, fireball, scrying
1/day each: disintegrate, dominate monster, finger of death, power word kill, power word stun, time stop
Actions
Jon Irenicus makes two Flame Tongue attacks or two Mace attacks. Each attack is made with advantage and does an additional 13 (2d12) force damage if it hits.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage and 7 (2d6) fire damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage.
Jon Irenicus emits a 90-foot cone of necrotic energy. Each creature in the effects area must make a DC 21 saving throw, taking 55 (10d10) necrotic damage on a failed save, half as much damage on a successful one.
Reactions
Jon Irenicus interrupts a creature he can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Jon Irenicus makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) necrotic damage if the spell fails.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Jon Irenicus makes a drain life attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a DC 17 Constitution saving throw. On a failed save, the creature takes an extra 14 (4d6) necrotic damage, and Jon regains a number of hit points equal to half that necrotic damage.
Jon Irenicus makes a paralyze attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a DC 17 Strength saving throw. On a failed save, the creature has the paralyzed condition for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Jon Irenicus uses Spellcasting.
Jon Irenicus becomes endowed with endurance and martial prowess for 1 minute or until he ends this effect by using a bonus action. While transformed, he gains 50 temporary hit points, proficiency in Strength and Constitution saving throw, adds his Multiattack feature, and loses his Draining Counterspell reaction and Spellcasting action.
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Source: Minsc and Boo's Journal of Villainy, p. 73 - Licenses and attribution