Smiler

==Summary==
Once just an adventurer elf, Smiler was abandoned in Avernus by his companions.
He has spent over 70 years there, using his charisma and intelligence to survive.
While roaming the place he has sold his soul to a Pit Demon, who granted him the power to take over the band of a different warlord, and his new gang has managed to annoy several others.
Soon after forming his gang he was attacked by 3 other gangs, which destroyed his gang but failed to murder him and now he roams Avernus seeking help for his revenge against the trio of warlords that wronged him.
Smiler's name comes from his unnerving smile which is plastered over his face, possibly coming from his insanity which has lead him to believe that he can bend the multiverse itself to his whims as long as he has a positive attitude.
==Powers and Stats==
Tier: 
Name: Smiler
Origin: Dungeons and Dragons
Gender: Male
Age: Unknown, at least over 170 years old
Classification: Medium Fey, elf, chaotic evil
Powers and Abilities:
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|-|Base=Superhuman Physical Characteristics, Longevity (As an Baldur's Gate: Descent into Avernus Page 133 he can live well over Player's Handbook 5e Page 21), Magic, Enhanced Senses (Has ), Teleportation (Via ), Weapon Mastery (Is adept in using a ), Damage Reduction (Shown ), Social Influencing (Is highly adept at people), Extreme Resistance to Soul Manipulation (Has ), Resistance to Magic which also grants Resistance to Reality Warping, Subjective Reality and Holy Manipulation (Shown ; Magic in D&D is manipulation of the Weave which is a fundamental part of reality, with Clerics and the like doing it through their sheer faithDungeon Master's Guide 5e Page 14 in Gods which also acts as divine magic)
|-|Via Spells=Has the following which gives him: Mind Manipulation (Via Player's Handbook 5e Page 264 and Player's Handbook 5e Page 279), Empathic Manipulation (Via Player's Handbook 5e Page 221 and Player's Handbook 5e Page 280), Madness Manipulation (Via Player's Handbook 5e Page 224), Illusion Creation (Via Player's Handbook 5e Page 249), Perception Manipulation (Via Player's Handbook 5e Page 238)
|-|Equipment=Statistics Amplification (Has which can be used to gain Baldur's Gate: Descent into Avernus Page 226), Non-Physical Interaction and Immortality Negation (Type 9; Has a sword which means it can affect abstract, incorporeal, intangible, conceptual, or nonexistent and it can hit being who exist on exist on The Dragon Magazine 8 Page 4), minor Resistance to damage (Has leather armor which means the armor Dungeon Master's Guide 5e Page 141), has a which has Extreme Resistance to Heat (Shown Baldur's Gate: Descent into Avernus Page 218)
</tabber>
Attack Potency: Small Building level+ (Maintain a CR of in 5e which makes him on par with casters who can cast Conjure Barrage)
Speed: Hypersonic+ with High Hypersonic+ reactions (Keeps up with adventurers who can dodge lightning)
Lifting Strength: Athletic Human (Due to having a strength score of he can at max push 190.509 kg)
Striking Strength: Small Building level+
Durability: Small Building level+
Stamina: Superhuman (Comparable to adventurers who can endure impalement, loss of limb, and other extreme forms of punishment and still manage to fight and press on)
Range: Extended melee range via short sword, tens to hundreds of meters via his spells
Standard Equipment: A Devil's Ride, +1 short sword and +2 leather armor
Intelligence: Genius (Has an intelligence and charisma score of which makes him in terms of intellect and social skills the peak of what a Player's Handbook 5e Page 171. He is trained in lying and persuading people, fighting, and he has managed to survive for over 70 years in Avernus.)
Weaknesses: He is quite delusional, believing he can do anything as long as he has a . Between Suggestion, Tasha's Hideous Laughter, Otto's Irresistible Dance and Confusion he can only have one of those active at any given time.
Notable Attacks/Techniques:
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|-|Non-Spells=
*Fey Step: An innate ability Smiler has which allows him to teleport into an occupied spot he can see and is 30 feet away from him.
*Short sword: Smiler's main attack method, he is quite adept at delivering multiple attacks with it and he even learned how to cast spells while attacking with it. As a +1 magical weapon the sword allows Smiler to damage creatures he otherwise can't such and even hit beings on multiple planes.
*Soul Coins: The main currency in Avernus, this coins allow Smiler to bolster his vitality through siphoning the souls inside them, each coin having 3 charges and thus Smiler has 21 charges overall. Soul Coins are impervious to all damage barring , they can also be used to Baldur's Gate: Descent into Avernus Page 217 Smiler's Devil Ride
*: A motorcycle which is powered by souls, Smiler can use this machine to quickly travel across the field and even preform jumps he otherwise couldn't.
*Leather armor: Smiler has a +2 leather armor which makes hitting his actual body far harder due to the armor being far tougher to break through than regular armor, resisting all types of damage. 
|-|Spells=
At will:
*Charm Person: Smiler can make a creature view him as their best friend, although this spell is less effective against someone he is currently fighting.
*Tasha's Hideous Laughter: Smiler can choose a creature he sees and make them find everything hilarious to such a degree that they can only fall prone and laugh. This spell persists for one minute, and each time the target is harmed the chance of them breaking free from the spell increases. It can't effect beings that have animal like intelligence. 
Three times per day:
*Confusion: Smiler creates a sphere where those who enter it gets their minds twisted and spawning delusions, they are then forced to do Player's Handbook 5e Page 225.
*Enthrall: Smiler can weaves a string of words which distract an enemy so much they have issues to perceive anyone besides Smiler. 
*Suggestion: Smiler can magically influence a target to do a actions he wants, although he can't ask them to do stuff that will obviously cause them harm such as stabbing themselves. This spell can last 8 hours, although if the creature under its effect can accomplish what was asked of them earlier the spell will also end earlier.
Once per day:
*Hallucination Terrain: In a range of 150 feet Smiler can create an illusion of a natural terrain, so for example he could make a road appear like a swamp. This illusion also comes along with the sounds and smells of the chosen terrain, and it can be maintained for up to 24 hours. 
*Otto's Irresistible Dance: Smiler can force a creature to dance in place up to a minute.
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==References==
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Dungeons and Dragons
Category:Characters
Category:Evil Characters
Category:Male Characters
Category:Fantasy Characters
Category:Role-playing Characters
Category:Elves
Category:Longevity Users
Category:Damage Reduction Users
Category:Enhanced Senses Users
Category:Teleportation Users
Category:Weapon Masters
Category:Weapon Users
Category:Sword Users
Category:Armor Users
Category:Stealth Masters
Category:Social Influencers
Category:Magic Users
Category:Mind Users
Category:Empathic Manipulation Users
Category:Madness Users
Category:Perception Users
Category:Illusionists
Category:Non-Physical Interaction Users
Category:Power Nullification Users
Category:Statistics Amplification Users
Category:Vehicle Users