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King's Arcane Advisor

Medium Humanoid, any alignment


AC: 14 (Mage Armor)

HP: 88 (16d6+32) (Dwarf: 104)

Speed: 30 (Wood Elf: 35, Dwarf/Halfling/Gnome: 25)


Str: 8(-1)
Dex: 12(+1)
Con: 14(+2)
Int: 20(+5)
Wis: 10(+0)
Cha: 9(-1)


Saves: Int: +7, Wis: +2

Skills: Arcana: +7, History: +7, (Human/Elf/Half Elf: Investigation +7, Half Elf: Medicine +2, Half Orcs: Intimidate +1)

Senses: passive Perception: 15 (Elf: 17) (Human passive Investigation: 22) Darkvision 120', Etheral Vision 120', See Invisibility 120'

Resistances: (Dragonborn: element) (Dwarf: Poison) (Elves: Charm) (Halfling: Frightened) (Gnome: int, wis, cha vs spells) (Tiefling: Fire)

Immunities: (Elf: Sleep)

Languages: Common, Draconic, one other (Gnome: Small Beasts)

CR: 4 Proficiency: +2

FEATURES


ARCANE RECOVERY: Once per day, regain 8 level's worth of spell slots after short rest.
PROTENT: Each day, get three d20 rolls that you can use before rolling attacks, saves, or skills.
RITUAL SPELLS: Alarm, Comprehend Languages, Detect Magic, Identify, Find Familiar (owl), Contact other Plane, Instant Summons
COMMAND FAMILIAR: the wizard's familiar acts on it's own initiative and does what the wizard wants.
EXPERT DIVINATION: When you cast a Divination spell, regain a spent spell slot of lower level (max level 5).
(Halfling) LUCKY: re-roll 1's on attacks, abilities and saves.
(Half Orc) SAVAGE ATTACK: Extra weapon die on melee crits.


ACTIONS


DAGGER: +3 to hit, reach 5', one target. Hit: 1d4+1 piercing.
LIGHT CROSSBOW: +3 to hit, range 80'/320', one target. Hit: 1d8+1 piercing.
FIREBOLT: +9 to hit, range 120', one target. Hit: 3d10 fire
SHOCKING GRASP: +9 to hit, range 5', one target, adv vs metal armor. Hit: 3d8 lightning and target loses RXN
BLADEWARD: Resistance to Bludge, Slash, Pierce from weapons (mundane and magical)
MAGE HAND: Manipulate 10lbs of force at 30' for 1 minute.
MESSAGE: 120' whispered message and reply
SPELLCASTING: +9 to hit, DC 15
3x 1st level spells: Comprehend Languages, Shield, Magic Missile, Mage Armor (already cast)
3x 2nd level spells: Detect Thoughts, Mirror Image
3x 3rd level spells: Counterspell, Clairvoyance
3x 4th level spells: Arcane Eye, Polymorph, Banishment
2x 5th level spells: Scrying, Teleportation Circle
1x 6th level spell: True Seeing, Globe of Invulnerability
1x 7th level spell: Forececage, Etherealness
1x 8th level spell: Demiplane, Antimagic Field, Telepathy, Mindblank
THE THIRD EYE: Pick one, lasts until the next rest: Darkvision 60', Ethereal Sight 60', blindsight 10', or read any language
POTION OF HEALING: heal 2d4+2
PEARL OF POWER: regain spent spell slot of 3rd level or lower
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 12 Dex vs 5d6 element (Con vs poison or cold)
(High Elf) RAY OF FROST: +9 to hit, range 60', one target. Hit: 3d8 cold and -10 move
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 15 action to examine.
(Tiefling) DARKNESS: range 60', 15' radius, Conc 10 mins, optionally moves with you.


REACTIONS


SHIELD: RXN, 1x 1st level spell slot, when you would get hit with an attack, +5 AC until the start of your next turn.
COUNTERSPELL: RXN, 1x 3rd level spell slots, 60' range, when a caster you can see casts, counter if level 3 or lower. Int test above that.
(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 9 vs 3d10 fire, save for half.


ITEMS


Light Crossbow, Dagger, 20x bolts, +2 Wand of the Warmage, Spellbook (see below), Pearl of Power, Robe of Eyes, 3x Potion of Healing, Spell scrolls of Fog Cloud, Disguise Self, Silent Image, Invisibility, Feign Death, Gaseous Form, Secret Chest, Conjure Elemental, Animate Objects
KNOWN SPELLS:
1: Alarm, Comprehend Languages, Detect Magic, Identify, Shield, Magic Missile, Mage Armor, Find Familiar
2: Detect Thoughts, Locate Objects, See Invisibility, Mirror Image
3: Counterspell, Remove Curse, Clairvoyance, Tongues
4: Arcane Eye, Locate Creature, Polymorph, Banishment
5: Contact other Plane, Legend Lore, Scrying, Teleportation Circle
6: True Seeing, Globe of Invulnerability, Contingency, Instant Summons
7: Etherealness, Forcecage, Planeshift, Simulacrum
8: Demiplane, Antimagic Field, Telepathy, Mindblank


TACTICS


Cast Defensive Spells and try to escape, or determine the winning team and join them. You know how this ends.