Duke Cloudmuddle

Medium fey, chaotic neutral

Armor Class

15 (natural armor)

Hit Points

142 (15d8 + 75)

Speed

30 ft., fly 60 ft.

Saves

Con +9, Int +8, Cha +8

Skills

History +8, Performance +8

Senses

darkvision 60 ft.

Languages

Sylvan, Elvish

Challenge

9

Innate Spellcasting

The duke's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no components • At will: druidcraft, faerie fire • 3/Day each: counterspell, dispel magic, fog cloud, gaseous form, misty step, stinking cloud • 1/Day each: cloudkill, conjure fey, unseen servant

Magic Resistance

The duke has advantage on saving throws against spells and other magical effects.

Magic Weapons

The duke's weapon attacks are magical.

Actions

Multiattack

The duke makes two melee attacks.

Rapier

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) radiant damage.

Hookah Palooka (Recharge 5-6)

The duke exhales a magical smoke ring at one creature within 60 ft. of him. He sends out one of the following rings. Red Smoke Ring. The target must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one. Blue Smoke. The target must make a DC 16 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much on a successful one. Green Smoke. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one. Black Smoke. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) acid damage on a failed save, or half as much on a successful one.