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Dr. Marcus Greenstead

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Dr. Marcus Greenstead or simply Dr. Greenstead is a leading mage-scientist employed in Magicorp's main research and development subsidiary. He was directly responsible for many of the major advancements in Magitech, the fusion of magic and simple engineering to create more efficient and effective technology.

Dr. Greenstead was promoted by CEO Jimmy Richardson during the latter's initial rise to power within the corporation for his ultra-nationalist worldview and eerie immunity to stress.

Dr. Marcus Greenstead

Medium human, Neutral Evil
Armor Class 21 (Enchanted robes)
Hit Points 263
Speed 30 ft., fly 30 ft.

STR 15 (+2)    DEX 16 (+3)    CON 20 (+5)
INT 27 (+8)    WIS 19 (+4)    CHA 12 (+1)

Saving Throws Int +14, Wis +10, Proficiency Bonus +6
Skills Arcana +20 (expertise), History +14, Insight +10, Intimidation +7, Investigation +14, Medicine +10, Nature +14, Perception +10, Religion +14
Damage Resistances Cold, Fire, Lightning; all bludgeoning, piercing, and slashing damage from magic weapons
Damage Immunities Bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities Frightened
Senses {{{senses}}}
Languages Common, undercommon, infernal, abyssal
Challenge

Legendary Resistance (3/day). If Dr. Greenstead fails a saving throw or ability check, he can choose to succeed instead.

Magic Weapons. Dr. Greenstead’s weapon attacks are counted as magical.

Innate Spellcasting. Dr. Greenstead is a 17th-level wizard, and his innate spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Dr. Greenstead can innately cast the following Wizard spells, requiring no material components:

1st level (at will): Shield (Full), Ray of Sickness (New), Color Spray (Crescent), Chromatic Orb, Sleep, Jump, Detect Magic
2nd level (at will): Lesser Restoration (Full), Blindness/Deafness (New), Alter Self (Crescent), Misty Step, Hold Person
3rd level (5 slots): Dispel Magic (Full), Vampiric Touch (New), Phantom Steed (Crescent), Lightning Bolt, Haste, Fireball, Counterspell
4th level (5 slots): Death Ward (Full), Confusion (New), Hallucinatory Terrain (Crescent), Banishment, Greater Invisibility
5th level (4 slots): Rary’s Telepathic Bond (Full), Hold Monster (New), Mislead (Crescent), Bigby’s Hand
6th level (3 slots): Disintegrate, Chain Lightning, Sunbeam
9th level (2 slots): Meteor Swarm, Psychic Scream, Time Stop, Wish
Actions

Staff of the Magi. Melee Weapon Attack: +22 to hit, one target. Hit: 16 (1d10+10) bludgeoning damage, plus 10 (2d8) Cold damage.

Hand of Vecna. If a creature has a skeleton, Murlocke can attempt to turn its bones to jelly with a touch of the Hand of Vecna. An action can be used to make a melee attack against a creature he can reach, with a +9 to hit. On a hit, the target must succeed on a DC 19 Constitution saving throw or drop to 0 hit points.
Bonus Actions

Change Lunar Embodiment. Murlocke switches to a different Lunar Embodiment.

Jump. Murlocke leaps to an unoccupied space he can see within 120 feet of him.

Spell. Murlocke casts any known spell of 3rd level or lower that has a casting time of 1 action.
Legendary Actions

Murlocke 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. Murlocke regains spent legendary actions at the start of his turn.

Jump. Murlocke jumps to an unoccupied space he can see within 120 feet of him.

Cantrip. Murlocke casts a single cantrip that has a casting time of 1 action.

Spell. (Costs 2 Actions). Murlocke casts a single spell with a casting time of 1 action.