15 (glamoured studded leather, ring of protection)
97 (15d8+30)
walk 30 ft.
Con +6, Wis +7
History +7, Insight +7, Persuasion +8, Religion +7
poison
poisoned
darkvision 60 ft.
Common, Draconic, Elvish, Infernal
10
Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep.
Victoro can use an action to present the rod and command obedience from each creature of his choice that he can see within 120 feet of him. Each target must succeed on a DC 15 Wisdom saving throw or be charmed for 8 hours by Victoro. While charmed in this way, the creature regards Victoro as its trusted leader. If harmed by Victoro or his companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Victoro has the following cleric spells prepared: • Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy • 1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary • 2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon • 3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle, protection from energy • 4th level (3 slots): banishment, dimension door, divination, freedom of movement, polymorph • 5th level (2 slots): dominate person, flame strike, modify memory, insect plague • 6th level (1 slots): heal • 7th level (1 slots): divine word • 8th level (1 slots): earthquake
Victoro makes two attacks with his rapier.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Victoro becomes invisible until the end of his next turn. He becomes visible early immediately after he attacks or casts a spell.
Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of Victoro, acts as Victoro's ally, and can't summon other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action.