Spellcasting. The olcor is a 14th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 21, +13 to hit with spell attacks). The olcor has following wizard spells prepared: Cantrips (at will): acid splash,friends, mage hand, mind sliver,toll the dead 1st level (4 slots): absorb elements, detect magic, hideous laughter, silvery barbs 2nd level (3 slots): blindness/deafness, crown of madness, mind spike 3rd level (3 slots): counterspell, slow, vampiric touch 4th level (3 slots): Greater Invisibility,phantasmal killer, polymorph 5th level (2 slots): far step, synaptic static 6th level (1 slots): flesh to stone 7th level (1 slots): Forcecage
Overwhelming Aura. The olcor is surrounded by an aura of dread and despair. Any creature within 30 feet of the Olcor must make a Wisdom saving throw at the start of their turn. On a failure they take 4d6 psychic damage and have disadvantage on any attack rolls during their turn. Magic Resistance. The olcor has advantage on saving throws against spells and other magical effects. Regeneration. The olcor regains 40 hit points at the start of its turn. If the olcor takes radient damage, this trait doesn't function at the start of the olcor's next turn. The olcor dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. the olcor can make two claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 4) piercing damage plus the target must make a Wisdom saving throw DC 18 or take 3d6 psychic damage.
Vengeful Magic (Recharge 5 and 6). When the olcor is hit with an attack it can cast a spell 4th level or lower.