Rath Modar is an ambitious Red Wizard of Thay with a reputation for deception and obfuscation, as befits his association with the school of illusion. He has a keen interest in ancient civilizations and lost objects of power, and remains a key player in the alliance with the Cult of the Dragon.
Rath has no special affinity for
dragons; hence, he relies on the leaders of the Cult of the Dragon to raise
Tiamat’s temple and usher the evil dragon queen into the world. Once they have succeeded, he believes Tiamat will have no further use for them and plans to forge a Thayan alliance with her.
The Red Wizards’ attempt to overthrow Szass Tam and re-establish schools of magic creates turmoil in Thay. Rath Modar, a powerful illusionist, has been exiled to the
Sword Coast for his suspected involvement in the plot. Long fascinated with dragons, he decides that his revenge for this humiliation will be to return to Thay with an army of dragons and become the supreme ruler of Thay himself. In his stronghold on the Sword Coast, Rath Modar immerses himself in the history of dragons, their ancient civilizations, and their lost relics. He’s particularly interested in Tiamat and her legacy.
Rath Modar CR: 6 (2,300 XP)
Medium humanoid (human), lawful evil
Hit Points: 71 (11d8 + 22)
Speed:
30 ft
Saving Throws: Int +7, Wis +5
Skills: Arcana +7, Deception +3, Insight +5, Stealth +6
Senses: Passive Perception 12
Languages: Common, Draconic, Infernal, Primordial, Thayan
Challenge Rating: 6 (2,300 XP)
Special Equipment. Rath carries a staff of fire, a dimension door spell scroll, a feather fall spell scroll, and a fireball spell scroll.
Spellcasting. Rath is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:
- Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
- 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
- 2nd level (3 slots): detect thoughts, mirror image, phantasmal force
- 3rd level (3 slots): counterspell, fireball, major image
- 4th level (3 slots): confusion, greater invisibility
- 5th level (2 slots): mislead, seeming
- 6th level (1 slot): globe of invulnerability
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage when used with two hands.
Reactions
Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.
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