Wizard of the Book

The Wizard of the Book

Medium Human Aberration, Wizard Conjurer, Neutral Evil

Armor Class 14 (natural armour)
Hit Points 117 13d12+39
Speed: 30 ft

STR

10
( +0 )

DEX

11
( +0 )

CON

14
( +2 )

INT

20
( +5 )

WIS

18
( +4 )

CHA

18
( +4 )

Saving Throws Int +8, Wis +8, Cha +6
Skills

Arcana 10, Religion 10, Perception 4, Deception 2, Medicine 2

Damage Resistances Attacks by bludgeoning, piercing and slashing by nonmagical weapons
by Colonel 101
Damage Immunities Necrotic, Poison, Psychic
Senses

Truesight 60 ft, Darkvision 60 ft, passive Perception 15

Languages Common, Primordial, Abyssal, Infernal, Terran, Aquan, Auran, Ignan
Challenge Rating 13
Proficiency Bonus +4

Description

The Wizard of the Book is an entity in the form of a spellcaster dressed in a fully body covering purple robe. Their gender is unknown, and ancient. They live in a huge carved stone tower in the middle of the Central Massif, having moved there about the start of the 1st millennia AD. Known to be delving into the Far Realm and other such dimensions, they seem to be into summoning entities from many of these.

Ideals

What is out there? With this gift of life I will find out.

Bonds

My master wants me t ocall forth as many of his children I can

Flaws

Has it really been that long? And what happened to my servants?

Suggested Environments

Tower of the Wizard of the Book in the region of the Frankish Empire referred to as the Central Massif.

Spellcaster. The Wizard is a Level 20 spellcaster with a To Hit +10 with spells, and DC saving throws on enemies of 19. They have the following spells without the need for spell components.

At will:

Cantrips: Acid Splash, Infestation, Poison Spray, Sword Burst

1/day:

Conjure Celestial, Dream of the Blue Veil, Plane Shift, Temple of the Gods

Demiplane, Reality Break

Antimagic Field, Gate, Wish

2/day:

Conjure Lesser Elementals, Summon Woodland Beings, Find Greater Steed, Summon Elemental, Summon Aberration, Summon Construct, Summon Greater Demon

Conjure Elemental, Conjure Volley, Infernal Calling, Summon Celestial, Summon Draconic Spirit

Conjure Fey, Counter Spell, Planar Ally, Summon Fiend

3/day:

Entangle, Fireball, Fog Cloud, Ice Knife, Unseen Servant

Cloud of Daggers, Dust Devil, ,Misty Step, Summon Beast

Conjure Animals, Conjure Barrage, Spirit Guardians, Summon Fey, Summon Lesser Demons, Summon Shadowspawn


Minor Conjuration. The Wizard can create small mundane items out of thin air. Can radiate dim light out to 30 feet, no bigger than three inches wide or tall, and lasts for 1 hour. And it radiates of magic.

Benight Transposition The Wizard can hops small distances or one friendly creature of Medium size or smaller, a distance of 30 feet from their position to an unoccupied position.

Focused Conjuration. As long as the Wizard is casting a Conjuration spell, it can be completed even if injured during the casting.

Durable Summons. Any creature summoned by the Wizard has an extra 60 Temporary Hit Points.

Actions

Ritual Knife. Melee Weapon Attack with +1 to hit, range 5ft, one target. Hit: 2 1d4 piercing damage.

Spell casting. The Wizard casts a spell chosen from his sell book or from the Book of Eibon.

Legendary Actions

Summoning Aberrations. The Wizard can summon up to 2 1d3 Aberrations every other one of his turns alongside any spells or attacks he makes. The aberrations appear within 30 feet of them, in an empty space, and attack at the end of his turn. They are summoned from within his tower and mot by the use of magic so cannot be countered by magic.


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