Ferter (5e Creature)
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Medium humanoid (Human), lawful good
Magical Prowess. Ferter's attacks are magical. When Ferter hits with any weapon or with an unarmed strike, the strike deals an extra 2d6 radiant damage (included in the attack).
Innate Spellcasting. Ferter has learned many secrets in his life, giving him the unique ability to cast Gentle Repose, Hold Person, Scorching Ray, and Shatter at 2nd level without requiring components, using Wisdom as his spellcasting ability.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or (1d10+3) slashing damage if used with two hands.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Fertis can grapple the target (escape DC 14).
Parry. Ferter adds 3 to his AC against one melee attack that would hit him. To do so, Ferter must see the attacker and be wielding a melee weapon.
Ferter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ferter regains spent legendary actions at the start of its turn.
Spell Cast. Ferter Casts one of his spells.
(Costs 2) Superior Spell Cast. Ferter Casts two of his spells at the same time.
Deep in the mountains to the North, there lies a monastery where a young monk has lived for years now. They say this man's name is Ferter, the man who "Knows Many Things". Ferter lives a secluded life, living with nobody but himself and the mountains. He likes it this way, as he can protect the sacred artifact hidden in his home...