Index:! The Glasstaff

Humanoid | Licensed Material | WotC Only

 

The Glasstaff

Sitting at a desk is a short, bearded man in mage robes. He looks up from his tome and raeches for a beautiful glass staff as you approuch. As he touches the staff, a brief breeze pass through the room, and his whole form flashes with a defensive aura.
  Iarno "Glasstaff" Albrek was once a mage of the Lords' Alliance. He broke off with them in secret to become a leader of a gang in a bid for both power and glory. To this end he is formiddible for wouldbe adventures and heroes, and is not easily caught off guard.  

NOTE: This creature is Licensed Material and cannot be copied as per the ORC License.

NOTE: This content is a replica or translation of something that was originally created by Wizard of the Coast. It, therefore, is cannot be used or sold outside of it's intended purpose of conversion, as per the ORC License and other agreements.

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Statistics

-General-

* = Proficiency
-1
+2
+1
+4
+1
+0
Fortitude Save
Reflex Save
Will Save*
+0
+2
+5

-Combat-

  • Armor Class: 16
  • Max HP (+AHP): 50 (+10)
  • Average HP | Formula: 38 (+10) | 2d8+2d6+2+20 (+10)
  • Blockstun Breakpoints: Bloodied
  • -
  • Speed: 25 ft
  • Initiative: +2
  • Creature Senses: None
  • -
  • Damage Vulnerabilities: None
  • Damage Reduction: None
  • Damage Resistances: None
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +1
      • Knowledge: Esoterica(INT+Prof): +5
      • Knowledge: History(INT+Prof): +5
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: Common, Draconic, Dwarvish, Elvish

    -Other Stats-

  • Base Threat Level: 2
  • EXP: 200
  • Creature Size: Medium
  • Creature Type(s): Humanoid
  • Rarity: Uncommon (Unique)
  • Source(s): LMOP
  • -
  • Armor Type: Enemy Mage's Armor (13+Dex+Proficicency) + (AHP= 5 x TL)
  • -

    Features

    Arcane Spellcaster, 5th level : ~2.5
    This Mage is a 5th-level Arcane spellcaster that uses Intelligence as its spellcasting attribute mod (spell save DC 15; +5 to hit with spell attacks). This will be reflected in it's actions.   By default, this spellcaster will know Blazing Bolt, Barrier, and Burning Hands. They may also have a spell list, granting them additional spells.
      Redbrand Spell List : ~0.0
    The Glasstaff's spell list is expanded to incorporate The Redbrand] spell list. This includes spells like Rime Blast, Invisibility, and Bind Creature.
      Quickened Cantrips : ~2.0
    The Glasstaff has an item that quickens their 0th level spells, making them cost an action rather than 2. As a cost, they can't cast a quickened cantrip and a spell in the same turn.
     

    Actions

    Attacks | ◈ per, up to 2 a turn
    Iarno will attack either with their quarterstaff or with any of their spells. Attacking with 0th level spells costs 1 action for him, meaning he will use his larger spells for AoE or control.
    Quarterstaff | ◈ | Melee Weapon Attack | +3 to hit | Hit: 5 ( 1d6+2 ) Slashing damage
    Quickened Blazing Bolt | ◈ | Ranged Spell Attack (120 ft) | +5 to hit / Hit: 11 ( 2d10 ) Fire damage.
    Quickened Rime Blast | ◈ | Ranged Spell Attack (60 ft) | +5 to hit / Hit: 9 ( 2d8 ) Cold damage.
      Burning Hands : ~1.0 | ◈◈ | Targets Reflex | 4d6 Fire, 3/day
    Show spoiler
    The Mage casts Burning Hands. They can do this 3 times per Long Rest.   As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Reflex saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
      Barrier : ~1.0 | Reaction ⮌ | +5 to AC for turn, 4/day
    Show spoiler
    The Glasstaff casts Barrier before it would take a a hit, raising it's AC by 5 (to base 21). They can do this 4 times per Long Rest.   An invisible barrier of magical force appears and protects you. Until the end the turn this ability is used on, you gain +5 to AC. This includes the triggering attack, potentially causing it to miss. Additionally, you take no damage from abilities like Faultless Fusillade..
      Bind Creature : ~2.0 | 1 Action ◈ | Paralyze's creature until the start of their next turn for 1 minute, 2/day
    Show spoiler
    The Glasstaff casts Bind Creature. They can do this 2 times per Long Rest.   Choose a creature you can see within range. The target must succeed on a Will saving throw or be Paralyzed until the start of their next turn. At the start of that creature's turns, they reroll the save. If they fail, they are paralyzed again, or remain paralyzed. This effect lasts for 1 minute, or until the Mage uses this abiliy on another creature.
      Invisibility : ~2.0 | 2 Action ◈◈ | Turns him Invisible magically, 2/day
    Show spoiler
    The Glasstaff casts Invisibility on themself. They can do this 2 times per Long Rest.   A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
     

    -Tactics-

    Iarno is not a nice man. Not only does he fight dirty, he proves that he's a capable mage if left alone for too long. He'll always gain warning of the party's arrival via his Imp-like Rat Familiar, and he will cast AoE spells on his allies if they are foolish enough to get in the way. he will also not hesitate to escape to fight another day and be an even bigger threat down the line, but will leave his hideout and Phandalin if he is pushed to that.   Iarno also carries a Staff of Shielding as his primary weapon, and will lose it once defeated or dead. Still, this, plus being a magic user, makes him that much stronger than your standard Bandit Mage  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

    -Lost Mines of Phandelver-
    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

     
     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 22
    • Note: If the party identifies him with a Knowledge or Lore Check, the DC is reduced to 14.
    • Crafting
      • Success
        • None
      • Critical Success
        • None

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