Thursday, May 22, 2025

Boccob the Uncaring: Greater God of Magic

 

Boccob
Epithet: The Uncaring
Portfolio: Arcane Knowledge, Foreknowledge, Foresight, Magic, Neutrality
Symbol: Eye in a pentagram
Domains: Arcana, Knowledge
Plane:
 Outlands
Comments: Whether or not any serve him seems of no importance to him. He rarely leaves his hall, preferring to send his servant, the mad archmage Zagyg in his stead.

--CKW

greater god, neutral
wizard (illusionist) 20th level

AC: 28; HP: 500 (20D20+100); Initiative: passive 23; Senses: truesight 120 ft., passive Perception 15; Speed: 50 ft.

STR: 18, DEX: 22, CON: 20, INT: 26, WIS: 20, CHA: 20

Saves: INT +15, WIS +12; Skills: Arcana +20, History +20, Insight +12, Perception +12, Religion +20; Resistances: bludgeoning, piercing, and slashing damage from non-magic weapons; Immunities: necrotic, radiant; Languages: telepathy, all; CR: 16 (15,000 XP); PB: +7.

DIVINE TRAITS
Boon of Spell Recall: Whenever he casts a spell with a level 1-4 spell slot, roll D4. If the number rolled is the same as the slot's level, the slot isn't expended.
Legendary Resistance (4/Long Rest): If he fails a save, he can choose to succeed instead.
Magic Resistance: Advantage on saves against spells and magical effects.
True Immortality: Can't be killed, only defeated.
Unlimited Spellbook: He has access to every known spell through his spellbook.

STANDARD TRAITS
Postcognition: Spend 1-20 minutes in meditation and maintain concentration to use this ability:

  • Object Reading: Learn how who previously owned the item, how they acquired it, and a recent significant event related to that item. If there were additional previous owners, learn about each owner in turn from most recent to least, one per additional minute spent in meditation.
  • Area Reading: Learn about recent events in an area up to a 50-ft. cube, going back in time up to 20 days in the past. For each additional minute spent in meditation, learn about one significant event that took place there, starting with the most recent event to the least.

STANDARD ACTIONS
Staff of the Magi: melee magic weapon attack (+13 to hit, reach 5 ft., one target. Hit: 4D10+6 force damage PLUS target has the stunned condition until the start of Boccob's next turn. Target may choose not to be stunned, in which case it takes an extra 4D10 force damage that bypasses any resistance or immunity.)

MAGIC ACTIONS (4/Long Rest)
Arcane Abjuration: Choose one celestial, elemental, fey, or fiend within 30 ft. of him. Creature must succeed on a WIS save DC20 or be banished if under CR 04 in strength OR otherwise be turned for 1 minute if more powerful.
Knowledge of the Ages: Be proficient in one skill or tool for 10 minutes.
Read Thoughts: Choose one creature that can see him. It must make a WIS save DC 20. If it fails its save, he an read its surface thoughts while it is within 60 ft. of him. Effect lasts for 2 minute.

SPELLCASTING
Attribute: INT; Spell DC: 25; Spell Attack: +17; Prepared Spells: 25
Always Prepared (1 each/Long Rest): 1st -- command, detect magic, disguise self, identify, magic missile, shield; 2nd -- augury, levitate, magic weapon, Nystul's magi aura, suggestion; 3rd -- dispel magic, haste, magic circle, nondetection, slow, speak with dead; 4th -- arcane eye, confusion, Leomund's secret chest; 5th -- legend lore, planar binding, scrying, teleportation; 6th -- summon fiend; 7th -- etherealness; 8th -- antimagic shell; 9th -- astral projection
Cantrips (at will): acid splash, dancing lights, elementalism, firebolt, mind sliver, minor illusion, prestidigitation, ray of frost, thunderclap
1st level (4 slots): color spray, feather fall, sleep, unseen servant
2nd level (3 slots): blur, misty step, phantasmal force
3rd level (3 slots): clairvoyance, fear, sending
4th level (3 slots): greater invisibility, hallucinatory terrain, phantasmal killer
5th level (3 slots): animate object, dream, geas
6th level (2 slots): disintegrate, programmed illusion
7th level (2 slots): forcecage, mirage arcane, project image
8th level (1 slot): power word stun, sunburst
9th level (1 slot): weird, wish

LEGENDARY ACTION
Uses: 4. Immediately after another creature's turn, he can expend a use to take one of the following actions. He regains all expended uses at the start of each of his turns.

Bolster: He gains 40 temporary HP. He and each ally within 30 ft. of him gains Advantage on D20 tests until the end of his next turn. He can't take this action again until the start of his next turn
Cast Spell: Cast any spell from his current spell list.
Shockwave of Glory: Each creature in a 30-ft. emanation from him must make CON save DC20. Failure: 6D8 force damage, and target is prone. Success: half damage only. He can't take this action again until the start of his next turn.
Staff of the Magi: Cast spell at normal cost from the staff.

SIGNIFICANT ITEMS
Staff of the Magi, Legendary Item (Requires Attunement by Sorcerer, Warlock or Wizard)

  • Spell Absorption: Can take a reaction when another creature casts a spell that only targets him. If you do, the staff absorbs the magic of the spell canceling its effect and gaining a number of charges equal to the absorbed spell levels. At the start of the encounter, he will already have 25 charges available. The staff has a maximum storage of 50 charges. Any spell that would cause it to exceed that level succeeds and can't be absorbed.
  • Cast spell: Can spend points to cast the following spells: 0 - arcane lock, detect magic, enlarge/reduce, light, mage hand, protection from evil and good; 2 - flaming sphere, invisibility, knock, web; 3 - dispel magic; 4 - ice storm, wall of fire; 5 - passwall, telekinesis; 7 - conjure elemental, fireball (7th level), lightning (7th level), planeshift.
All other abilities are as for a 20th-level Wizard.

Sources: Dragon magazine #70, Dungeonmaster's Guide 2024, Player's Handbook 2014 & 2024, Sword Coast Adventurer's Guide.

--LM

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