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Elminster Aumar

Elminster is an infamous ancient wizard who's been around forever, is known to meddle in local affairs all over Faerûn and beyond, and "is something to do with the Harpers." He has a long white beard, is gaunt of frame, has a hawk-like beak of a nose, blue-gray eyes, and is often dry, sarcastic, or whimsical in his behavior.   Born Elminster Aumar in the now-vanished Sword Coast kingdom of Athalantar over 1200 years ago, Elminster is actually a founding member of the Harpers and one of the oldest surviving and most powerful Chosen of Mystra, meaning he both serves the goddess of magic and carries some of her silver fire within him. Variously known as "the Sage of Shadowdale" (he often dwells in an old, leaning stone tower in the dale of Shadowdale), "the Old Mage," and by many less polite names, Elminster has lead a long and colorful life, and is usually "up to" about two dozen "somethings" at any one time.    

Elminster Aumar CR: 23 (50,000 XP)

Medium humanoid (human), chaotic good
Armor Class: 17 (bracers of defense and ring of protection, 20 with mage armor)
Hit Points: 297 (27d8 + 189)
Speed: 30 ft

STR

13 +1

DEX

18 +4

CON

24 +7

INT

24 +7

WIS

18 +4

CHA

17 +3

Saving Throws: Str +2, Dex +5, Con +15, Int +15, Wis +12, Cha +4
Skills: Stealth +11, Arcana +21, History +14, Religion +21, Nature +14, Investigation +14, Insight +11, Perception +11, Persuasion +10
Damage Resistances: Fire
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Passive Perception 21
Languages: Chondathan, Common, Draconic, Dwarvish, Elvish, Giant, Infernal
Challenge Rating: 23 (50,000 XP)

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:

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.

Alignment
Chaotic Good
Current Location
Species
Ethnicity
Children
Gender
Male

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