Quartz 5

Icky
Medium aberration (clown, shapechanger), chaotic good
Armor Class 15 (18 with mage armor)
Hit Points 172 (15d10 + 90)
Speed 30 ft.
STR
23 (+6)
DEX
20 (+5)
CON
22 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws Str +10, Dex +9, Cha +10
Skills Acrobatics +9, Arcana +7, Perception +6, Performance +8, Sleight of Hand +9
Senses passive Perception 16
Languages Common
Challenge Rating 17 (18,000 XP) Proficiency Bonus +4
Legendary Resistance (2/Day). If Icky fails a saving throw, she can choose to succeed instead.

Innate Spellcasting. Icky is a 12th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Icky has the following wizard and sorcerer spells prepared:

Cantrips (at will): blade ward, dancing lights, mage hand, mending, minor illusion, prestidigitation, thaumaturgy
1st level (4 slots): alarm, catapult, color spray, detect magic, feather fall, mage armor, shield, Tenser's floating disk
2nd level (3 slots): arcane lock, cloud of daggers,* knock
3rd level (3 slots): conjure barrage,* dispel magic, haste, remove curse
4th level (3 slots): conjure minor elementals, Otiluke's resilient sphere
5th level (2 slots): animate objects, mislead
6th level (1 slot): blade barrier,* globe of invulnerability, guards and wards

*Icky casts these spells using her Deck of Trick Cards using no components.

Metamagic. Icky has 12 sorcery points. Icky regains all spent sorcery points when she finishes a long rest. When casting a spell, Icky can spend sorcery points to gain one or more of the following benefits:

 Careful Spell: When Icky casts a spell that forces other creatures to make a saving throw, she may spend 1 sorcery point and choose a number of those creatures up to her Charisma modifier (minimum of 1 creature). A chosen creature automatically succeeds on its saving throw against the spell.
 Empowered Spell: When Icky rolls damage for a spell, she may spend 1 sorcery point to rerroll a number of the damage dice up to her Charisma modifier (minimum of one). She must use the new rolls.
 Subtle Spell: When Icky casts a spell, she may spend 1 sorcery point to cast the spell without any somatic or verbal components.

Limited Magic Immunity. Icky can't be affected by spells of 5th level or lower unless she wishes to be. Icky has advantage on saving throws against all other spells and magical effects.

Regeneration. Icky regains 20 hit points at the start of her turn if she has at least 1 hit point. Missing limbs are restored after 24 hours.

Magic Item Savant. Whenever Icky deals damage using a spell or magic item, it deals one extra die of its damage (included in her Card Trick attack). Icky does not expend charges when using magic items. In addition, she ignores all requirements on magic items when attuning or using them.

Magic Weapons. Icky's weapon attacks are magical.

Audience Instinct. Icky has advantage on Wisdom (Insight) checks made to determine another creature's emotional state.
Actions
Multiattack. Icky makes two melee attacks or three Card Trick attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage and 7 (1d12) force damage.

Card Trick. Ranged Spell Attack: +10 to hit, range 60/120 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Change Shape. Icky polymorphs into any medium or smaller creature or object, or back to her true form. Aside from her size, its statistics are the same in each form. All forms have a strong resemblance to Icky's true form. If Icky dies, she remains in her current form until she dissolves into spoiled Clown Milk after 2d4 days.

Lesser Reality Bend. Icky creates a large or smaller non-magical item within 10 feet of her, which lasts for 1 minute. During this duration, Icky can use her bonus action to alter the appearance of the item, such as making it dance or appear to speak. Icky can imbue the item with physical traits, such as sound, smell, or making it solid to touch. If Icky creates a tiny item, it can be a common magic item, or possess similiar effects. If so, this item must appear on Icky, such as in a pocket or being held. Icky decides if a tiny item dissapears after 1 minute or becomes permanent.
Reactions
Toonish Resistance. Icky ignores one effect that would deal damage to her.
Legendary Actions
Icky can take 2 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. Icky regains spent legendary actions at the start of her turn.

Attack. Icky makes one Claw or Card Trick attack.
Move. Icky moves up to her speed. This movement does not provoke attacks of opportunity.
Cast a Spell (Costs 2 Actions). Icky casts one spell from her Spellcasting trait.

While Icky is calm for a Clown, and doesn’t need to take Clown Impulse Suppressant often, she is known to be the most gung-ho and hot-headed of all the Clowns when she gets angry. This is externally shown through her shapeshifting as her eyes begin glowing purple, her teeth sharpen, and her fingers elongate and sharpen into claws. Her knowledge of magic allows her to buff herself during combat, showing as a purple aura. This is the cause of the extra force damage on her Claw attacks.

Catapult deals non-magic damage, since the magic is accelerating an object to high velocity, after that it is a mundane object traveling very fast. This spell can damage people in antimagic zones. Maybe the person would have advantage on the dex save because the antimagic prevents magic homing?

Icky’s Spellcasting trait shows mostly utility spells. As part wizard, she is able to switch out her spells at long rests, can use spell scrolls, and casts rituals from spell books. Her main damaging spells come from her deck of trick cards, which she has telekinetic control over. She can imbue them with magic or simply use them as thrown blades. Icky can extend telepathic control over to other objects (using Mage Hand and Catapult), which can also be used for damage. Apart from the trick cards and catapult, Color Spray is the only damaging spell on her list. While she can easily prepare Firebolt, Fireball, Lightning Bolt, or other elemental spells of varying power, Color Spray is more interesting.

Remember that Counterspell states the caster needs to see the enemy caster cast the spell. If the spell doesn’t use any components, then the act of casting that spell is imperceivable, making it un-counterspell-able. This is the explicit use case of the Subtle Spell metamagic option. Also, because the spells marked with an * are uses of a magic item and not “spell” spells, they are not counterspellable.