Callus
Medium Leprechaun Warlock/Sworn to Beshaba , Chaotic Neutral
Armor Class 14 (padded armor)
Hit Points 27
Speed
30ft
Saving Throws Wis +3, Cha +6
Skills History +5, Deception +6, Arcana +5, Perception +3, Persuasion +6, Religion + 5
Damage Resistances Advantage against Spells
Senses passive Perception 13
Languages Common, Abyssal, Sylvan, Elvish, Halfling, Dwarvish
Challenge 3
Description
Proficiency+2
Initative+3
Spellcasting ability is Charisma +4 (spell save DC 14, +8 to hit with spell attacks).
Pack casting 2 slots
Slapstick 50 charges
At will: Light, Mage Hand
1st
Detect Magic, Protection from Evil and Good
2nd
Arcane Lock, Enlarge/Reduce
Warlock
Comprehend Languages, Suggestion, Unseen Servant
Curse of Misfortune. Beshaba imposes disadvantage on saving throws and ability checks done within 30' of Merry Andrew.
Retributive Strike. Break the Slapstick over a knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30'-radius sphere centered on it.
You have a 50 percent chance 1d2 to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin (>21': 4 ×, >11': 6 ×, 8 × the number of charges). On a successful save, a creature takes half as much damage.
Ability Score. (Leprechaun) +1 to all ability scores
Lucky. (Leprechaun) When Merry Andrew rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Lucky. (Feat) Merry Andrew has 3 luck points. Whenever an attack roll, ability check, or saving throw is made, Merry Andrew may spend 1 luck point to roll an additional d20. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
Regain expended luck points when you finish a long rest.
Aspect of the Moon. (Eldritch Invocation) No longer needs to sleep
Beguiling Influence. (Eldritch Invocation) Gain proficiency in the Deception and Persuasion skills
Actions
Slapstick. Melee Attack: +6 to hit, reach 5', one creature. Hit: 7 (1d6+4) 1d6+4
Chill Touch. Ranged Spell Attack: +8 to hit, reach 120', one creature. Hit: 4 (1d8) Necrotic and it can't regain hit points until the start of Merry Andrew's next turn. Merry Andrew creates a ghostly, skeletal hand in the space of a creature within range. The hand clings to the target until the start of Merry Andrew's next turn.
If an undead target is hit, it also has disadvantage on attack rolls against you until the end of your next turn.
Eldritch Blast. Ranged Spell Attack: +8 to hit, reach 120', one creature. Hit: 5 (1d10) Force. A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Guidance. Touch Touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Frostbite Ranged Spell Attack: reach 60', one creature. 3 (1d6) 1d6 Cold and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. Merry Andrew causes numbing frost to form, the target must make a Constitution saving throw. Nothing on successful save.
Shillelagh. Touch For 1 minute, Slapstick does 10 (1d8+6) 1d8+6 with +8 to hit. Uses shamrocks.
Staff of the Magi
Flaming Sphere, Invisibility, Knock, Web (2)
3rd
Dispel Magic (3)
4th
Ice Storm, Wall of Fire (4)
5th
Conjure Elemental (7), Passwall, Telekenisi (5)
7th
Fireball, Lightning Bolt, Plane Shift (7)
Reactions
Hellish Rebuke. Ranged Spell Attack: reach 60', one creature. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 3d10 fire damage on a failed save, or half as much damage on a successful one. (Warlock)
Spell Absorption. When another creature casts a spell that targets only Merry Andrew, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes with retributive strike
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