Elminster Aumar
Elminster Aumar CR: 23 (50,000 XP)
STR
13 +1
DEX
18 +4
CON
24 +7
INT
24 +7
WIS
18 +4
CHA
17 +3
Special Equipment. Elminster wears bracers of defense, a mantle of spell resistance, a ring of protection, and a ring of regeneration. He wields a +3 longsword. Arcane Recovery (1/ Day). When he finishes a short rest, Elminster recovers all his spell slots of 5th level and lower. Legendary Resistance (3/Day). If Elminster fails a saving throw, he can choose to succeed instead. Master Attuner. Elminster can attune to up to five magic items. Spellcasting. Elminster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Elminster has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, minor illusion, prestidigitation
- 1st level (at will): disguise self, mage armor, magic missile, shield
- 2nd level (at will): mirror image, detect thoughts, suggestion, spider climb
- 3rd level (at will): counterspell, dispel magic, fly, lightning bolt
- 4th level (3 slots): greater invisibility, polymorph, stoneskin
- 5th level (3 slots): Bigby's hand, hold monster, wall of force
- 6th level (3 slots): disintegrate, globe of invulnerability, mass suggestion
- 7th level (3 slot): forcecage, prismatic spray, teleport
- 8th level (2 slots): feeblemind, incendiary cloud, maze
- 9th level (2 slot): meteor swarm, wish
Actions
Multiattack. Elminster makes three attacks with his +3 longsword. He can cast one of his cantrips or 1st-level spells before or after making these attacks. +3 longsword. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 1d8 + 4 slashing damage, or 1d10 + 4 slashing damage when used with two hands. Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Elminster and surrounds him until he is incapacitated or until he uses an action to quench it. While the silver fire is present, Elminster can breathe underwater, can survive without food and water, is immune to magic that would ascertain his thoughts, truthfulness, alignment, or creature type, gains resistance to cold damage, and is unharmed by temperatures as low as -50 degrees Fahrenheit. Elminster also gains the following additional action options:
- Cast the cure wounds spell. After Elminster takes this action, roll a d6. On a roll of 1, the silver fire disappears.
- Cast the revivify spell without material components. After Elminster takes this action, roll a d6. On a roll of 1-2, the silver fire disappears.
- Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 4d1) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 4d12 fire damage on a failed save, or half as much damage on a successful one. After Elminster takes this action, roll a d6. On a roll of 1-3, the silver fire disappears.
Reactions
Uncanny Dodge. Elminster halves the damage that he takes from an attack that hits him. Elminster must be able to see the attacker.
Legendary Actions
Elminster can take 3 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. Elminster regains spent legendary actions at the start of his turn. Cast Spell. Elminster casts a spell of 3rd level or lower. Quick Step. Elminster moves up to his speed without provoking opportunity attacks.
Remove these ads. Join the Worldbuilders Guild
Comments