rferries
2021-02-03, 03:43 PM
https://i.imgur.com/VBjCJyg.jpg
Raistlin Majere
Medium humanoid (human), neutral evil
Armour Class 21 (black robe of the archmagi, Staff of Magius)
Hit Points 150 (20d6+80)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
19 (+4)
22 (+6)
16 (+3)
16 (+3)
Saving Throws Str +3, Dex +6, Con +7, Int +15, Wis +12, Cha +12 (Staff of Magius)
Skills Arcana +12, Deception +9, History +12, Insight +9, Intimidation +9, Investigation +12, Perception +9, Religion +12
Damage Resistances necrotic (Bloodstone of Fistandantilus)
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, Deep Speech, Draconic, Elvish, Infernal, Primordial
Challenge 20 (25,000)
Special Equipment. Raistlin wears a black robe of the archmagi and wields the Staff of Magius, as well as a +1 silvered dagger in a cunningly hidden thong on his forearm. He also bears the Bloodstone of Fistandantilus and an Orb of Dragonkind.
Magic Resistance. While wearing his black robe of the archmagi, Raistlin has advantage on saving throws against spells and other magical effects.
Contingency. Raistlin is warded with a contingency spell set to cast mislead whenever he is attacked.
Legendary Equipment. Raistlin may attune to up to four magic items.
Legendary Resistance (1/Day). If Raistlin fails a saving throw, he can choose to succeed instead.
Master of the Past and Present. Raistlin can maintain concentration on two different spells at the same time. In addition, whenever he casts foresight on himself the duration is 24 hours.
Master of the Tower. Whenever Raistlin casts counterspell or dispel magic in his lair, he adds his proficiency bonus (+6) to his Intelligence check. Whenever another creature attempts to counter or dispel one of Raistlin's spells while in his lair, the DC of their spellcasting ability check increases by 6.
Reactive. Raistlin can take one reaction on every turn in combat.
Spellcasting. Raistlin is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). He may cast shield and misty step without expending a spell slot. Counterspell and dispel magic don't count against his spells prepared and he may cast each of them once per rest without expending a spell slot. Raistlin has the following wizard spells prepared:
Cantrips (at will): acid splash, blade ward, chill touch, mage hand, prestidigitation
1st level (4 slots): absorb elements, detect magic, disguise self, shield
2nd level (3 slots): detect thoughts, invisibility, misty step
3rd level (3 slots): counterspell, dispel magic, fireball, fly, lightning bolt
4th level (3 slots): black tentacles, blight, confusion, fire shield*, greater invisibility
5th level (3 slots): arcane hand, cone of cold, dominate person, teleportation circle
6th level (2 slots): circle of death, mass suggestion, sunbeam
7th level (2 slots): finger of death, forcecage
8th level (1 slot): mind blank*
9th level (1 slot): foresight*
*Raistlin casts these spells on himself before combat.
Actions
Staff of Magius (Quarterstaff). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage if used with both hands.
+1 Silvered Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Cyan Bloodbane (1/Day). Raistlin uses his Orb of Dragonkind to summon Cyan Bloodbane, an adult green dragon. Bloodbane serves him for 1 minute before vanishing.
Reactions
Recalculate Tactics. Whenever an enemy succeeds on a saving throw against one of Raistlin's spells, he may use his reaction to gain 30 temporary hit points.
Legendary Actions
Raistlin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Raistlin regains spent legendary actions at the start of his turn.
Attack. Raistlin makes a weapon attack.
Detect. Raistlin makes a Wisdom (Perception) check.
Quickened Cantrips. Raistlin casts two cantrips.
Cast Spell (Costs 1-3 Actions). Raistlin uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.
Lair Actions
While fighting inside the Tower of High Sorcery in Palanthas, Raistlin may call upon the Tower's various arcane defences and mysterious treasures. On initiative count 20 (losing initiative ties), Raistlin can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
A symbol or up to two glyphs of warding (3rd-level explosive runes version only) appear at locations of Raistlin's choice anywhere within the lair. These magical traps cannot be triggered until after his next lair action.
Raistlin summons 2d4 wights or 3d4 spectres. The creatures act on their own initiative and fight to the death to protect him.
The flow of time is altered such that every creature in the lair must reroll initiative. Raistlin can choose not to reroll.
Raistlin activates or deactivates the Abyssal Portal in his laboratory. While the portal is open it allows passage to a random location on the Nine Hells and disgorges a random fiend every 1d4 rounds.
Regional Effects
The region containing Raistlin's Tower is warped by the Tower's presence, which creates all of the following effects:
The Tower radiates extreme fear within 1 mile, driving away all wildlife and most sentient creatures. Any creature within range must succeed on a DC 15 Will save every ten minutes or become frightened of the Tower for 1 hour.
The Tower is surrounded by a cursed grove, guarded by wights and spectres that attack any trespassers. Any humanoid killed within the grove rises as a new wight or spectre guard.
As an action, Raistlin can create a small silver charm granting the bearer safe passage to or from the Tower. The bearer is immune to the Tower's fear and is not attacked by its undead guardians, though the charm loses its magic and crumbles into dust whenever Raistlin wishes.
New Items
Staff of Magius
Simple weapon (quarterstaff), melee weapon, legendary (requires attunement by a wizard)
This oaken +3 quarterstaff is topped with a crystal held in a golden dragon's claw. The bearer gains a +3 bonus to Armor Class, saving throws, spell save DC, and spell attack rolls. The staff may be used to cast featherfall and light at will, and is immune to all damage except dragonfire.
Bloodstone of Fistandantilus
Wondrous item, legendary (requires attunement by a wizard)
This oval bloodstone gem is three inches in diameter and green in color with blood red flecks in it. The gem is set in silver and hung on a silver chain. The bearer of the pendant gains the benefits of an amulet of health and is resistant to necrotic damage.
As an action, the bearer may use the gem to drain the lifeforce of an incapacitated wizard of at least 11th level. This kills the victim instantly and fully restores the bearer's youth.
Raistlin Majere
Medium humanoid (human), neutral evil
Armour Class 21 (black robe of the archmagi, Staff of Magius)
Hit Points 150 (20d6+80)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
19 (+4)
22 (+6)
16 (+3)
16 (+3)
Saving Throws Str +3, Dex +6, Con +7, Int +15, Wis +12, Cha +12 (Staff of Magius)
Skills Arcana +12, Deception +9, History +12, Insight +9, Intimidation +9, Investigation +12, Perception +9, Religion +12
Damage Resistances necrotic (Bloodstone of Fistandantilus)
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, Deep Speech, Draconic, Elvish, Infernal, Primordial
Challenge 20 (25,000)
Special Equipment. Raistlin wears a black robe of the archmagi and wields the Staff of Magius, as well as a +1 silvered dagger in a cunningly hidden thong on his forearm. He also bears the Bloodstone of Fistandantilus and an Orb of Dragonkind.
Magic Resistance. While wearing his black robe of the archmagi, Raistlin has advantage on saving throws against spells and other magical effects.
Contingency. Raistlin is warded with a contingency spell set to cast mislead whenever he is attacked.
Legendary Equipment. Raistlin may attune to up to four magic items.
Legendary Resistance (1/Day). If Raistlin fails a saving throw, he can choose to succeed instead.
Master of the Past and Present. Raistlin can maintain concentration on two different spells at the same time. In addition, whenever he casts foresight on himself the duration is 24 hours.
Master of the Tower. Whenever Raistlin casts counterspell or dispel magic in his lair, he adds his proficiency bonus (+6) to his Intelligence check. Whenever another creature attempts to counter or dispel one of Raistlin's spells while in his lair, the DC of their spellcasting ability check increases by 6.
Reactive. Raistlin can take one reaction on every turn in combat.
Spellcasting. Raistlin is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). He may cast shield and misty step without expending a spell slot. Counterspell and dispel magic don't count against his spells prepared and he may cast each of them once per rest without expending a spell slot. Raistlin has the following wizard spells prepared:
Cantrips (at will): acid splash, blade ward, chill touch, mage hand, prestidigitation
1st level (4 slots): absorb elements, detect magic, disguise self, shield
2nd level (3 slots): detect thoughts, invisibility, misty step
3rd level (3 slots): counterspell, dispel magic, fireball, fly, lightning bolt
4th level (3 slots): black tentacles, blight, confusion, fire shield*, greater invisibility
5th level (3 slots): arcane hand, cone of cold, dominate person, teleportation circle
6th level (2 slots): circle of death, mass suggestion, sunbeam
7th level (2 slots): finger of death, forcecage
8th level (1 slot): mind blank*
9th level (1 slot): foresight*
*Raistlin casts these spells on himself before combat.
Actions
Staff of Magius (Quarterstaff). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage if used with both hands.
+1 Silvered Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Cyan Bloodbane (1/Day). Raistlin uses his Orb of Dragonkind to summon Cyan Bloodbane, an adult green dragon. Bloodbane serves him for 1 minute before vanishing.
Reactions
Recalculate Tactics. Whenever an enemy succeeds on a saving throw against one of Raistlin's spells, he may use his reaction to gain 30 temporary hit points.
Legendary Actions
Raistlin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Raistlin regains spent legendary actions at the start of his turn.
Attack. Raistlin makes a weapon attack.
Detect. Raistlin makes a Wisdom (Perception) check.
Quickened Cantrips. Raistlin casts two cantrips.
Cast Spell (Costs 1-3 Actions). Raistlin uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.
Lair Actions
While fighting inside the Tower of High Sorcery in Palanthas, Raistlin may call upon the Tower's various arcane defences and mysterious treasures. On initiative count 20 (losing initiative ties), Raistlin can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
A symbol or up to two glyphs of warding (3rd-level explosive runes version only) appear at locations of Raistlin's choice anywhere within the lair. These magical traps cannot be triggered until after his next lair action.
Raistlin summons 2d4 wights or 3d4 spectres. The creatures act on their own initiative and fight to the death to protect him.
The flow of time is altered such that every creature in the lair must reroll initiative. Raistlin can choose not to reroll.
Raistlin activates or deactivates the Abyssal Portal in his laboratory. While the portal is open it allows passage to a random location on the Nine Hells and disgorges a random fiend every 1d4 rounds.
Regional Effects
The region containing Raistlin's Tower is warped by the Tower's presence, which creates all of the following effects:
The Tower radiates extreme fear within 1 mile, driving away all wildlife and most sentient creatures. Any creature within range must succeed on a DC 15 Will save every ten minutes or become frightened of the Tower for 1 hour.
The Tower is surrounded by a cursed grove, guarded by wights and spectres that attack any trespassers. Any humanoid killed within the grove rises as a new wight or spectre guard.
As an action, Raistlin can create a small silver charm granting the bearer safe passage to or from the Tower. The bearer is immune to the Tower's fear and is not attacked by its undead guardians, though the charm loses its magic and crumbles into dust whenever Raistlin wishes.
New Items
Staff of Magius
Simple weapon (quarterstaff), melee weapon, legendary (requires attunement by a wizard)
This oaken +3 quarterstaff is topped with a crystal held in a golden dragon's claw. The bearer gains a +3 bonus to Armor Class, saving throws, spell save DC, and spell attack rolls. The staff may be used to cast featherfall and light at will, and is immune to all damage except dragonfire.
Bloodstone of Fistandantilus
Wondrous item, legendary (requires attunement by a wizard)
This oval bloodstone gem is three inches in diameter and green in color with blood red flecks in it. The gem is set in silver and hung on a silver chain. The bearer of the pendant gains the benefits of an amulet of health and is resistant to necrotic damage.
As an action, the bearer may use the gem to drain the lifeforce of an incapacitated wizard of at least 11th level. This kills the victim instantly and fully restores the bearer's youth.