Zagyg Yragerne
Epithet: The Mad Archmage
Portfolio: Eccentricity, Humor, Occult Studies, Unpredictability
Symbol: Rune of madness
Domains: Arcana, Trickery
Planes: Prime Material / Outlands
Comments: He is mad only in that none but his master seem able to fathom his reasoning and sense of humor; few, if any, hold him as their deity. He will appear in nearly any guise when upon the Prime Material Plane. His actual appearance is said to be unremarkable in a wizardly sort of way. Likewise his garb is varied to suit the situation, but usually dark blue and silver in color.
demigod, chaotic neutral
fighter (champion) 8th level, wizard (illusionist) 18th level
fighter (champion) 8th level, wizard (illusionist) 18th level
AC: 20; HP: 240 (20D8+80); Initiative: +6 (advantage); Senses: truesight 120 ft., passive Perception 20; Move: 30 ft.
STR: 18, DEX: 22, CON: 19, INT: 23, WIS: 17, CHA: 18
Saves: STR +11, DEX +13, INT +13, WIS +10; Skills: Arcana +20, Deception +11, History +13, Insight +10, Investigation +20, Medicine +10, Nature +13, Perception +10, Persuasion +11, Sleight of Hand +13; Resistances: bludgeoning, piercing, and slashing damage from non-magic weapons; Languages: telepathy, all; CR: 12 (8,400 XP); PB: +7.
TRAITS
Action Surge (2/Short Rest): Additional action, except for Magic action.
Action Surge (2/Short Rest): Additional action, except for Magic action.
Almost Immortal: Advantage on Death Saves.
Arcane Recovery (1/Long Rest): When he completes a Short Rest, he can recover up to 9 spell slots, none of which may be 6th level or higher.
Arcane Recovery (1/Long Rest): When he completes a Short Rest, he can recover up to 9 spell slots, none of which may be 6th level or higher.
Divine Resistance (1/Long Rest): If he fails a save, he can choose to succeed instead.
Magic Resistance: Advantage on saves against spells and magical effects.
Magic Resistance: Advantage on saves against spells and magical effects.
Unlimited Spellbook: He has access to every known spell through his spell book.
ACTIONS
Multiattack: He can attack up to twice per round with his vorpal sword OR once each with his vorpal sword and his wand of wonder.
Vorpal Sword (longsword +3): melee magic weapon attack (+14 to hit, reach 5 ft., one target. Hit: D10+9 slashing damage -- ignores resistance PLUS target has Disadvantage on its next attack before the start of his next turn. Special: critical 19-20 plus decapitation PLUS move up to 15 ft. without provoking opportunity attacks.)
BONUS ACTIONS
Invoke Duplicity (4/Long Rest): Create perfect illusion of himself in an unoccupied space he can see within 30 ft. of himself. Lasts for 1 minute or ends if he is incapacitated. He can perform the following actions with it:
- Cast spells using his own senses, but otherwise as if he were occupying its space.
- When both he and the illusion are within 5 ft. of an opponent, grants him and his allies Advantage on attack rolls against it.
- Can move the illusion up to 30 ft. away to an unoccupied space that is within 120 ft. of him.
- Can swap places with the illusion through teleportation.
- When the illusion ends, he and a creature of his choice within 5 ft. of him regain 20 HP.
Second Wind (3/Short Rest): Regain D10+8 HP OR Roll D10 and add result to a failed ability check. If check still fails, this use of Second Wind isn't expended.
MAGIC ACTION
Arcane Abjuration: Turn one celestial, elemental, fey or fiend of his choice if they fail a WIS save DC18. If they are CR 04 or less in strength, they are banished instead.
Arcane Abjuration: Turn one celestial, elemental, fey or fiend of his choice if they fail a WIS save DC18. If they are CR 04 or less in strength, they are banished instead.
Blessing of the Trickster: Target self or willing creature within 30 ft. of himself. Advantage on DEX (Stealth) checks until Long Rest or he invokes this feature again.
SPELLCASTING
Attribute: INT; Spell DC: 21; Spell Attack: +13; Prepared Spells: 23.
Prepared Spells (1/day): 1st -- charm person, detect magic, disguise self, mage armor, magic missile, shield; 2nd -- invisibility, magic weapon, mirror image, Nystul's magic aura, pass without trace; 3rd -- dispel magic, hypnotic pattern, magic circle, nondetection; 4th - arcane eye, confusion, dimension door, Leomund's secret chest; 5th -- dominate person, modify memory, planar binding, teleportation circle.
Cantrips (at will): dancing lights, elementalism, mage hand, minor illusion, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): color spray, grease, silent image,Tasha's hideous laughter
2nd level (3 slots): alter self, blur, phantasmal force, rope trick
2nd level (3 slots): alter self, blur, phantasmal force, rope trick
3rd level (3 slots): fear, hypnotic pattern, major image
4th level (3 slots): hallucinatory terrain, phantasmal killer, polymorph
5th level (3 slots): animate object, dream, mislead
4th level (3 slots): hallucinatory terrain, phantasmal killer, polymorph
5th level (3 slots): animate object, dream, mislead
6th level (1 slot): programmed illusion
7th level (1 slot): mirage arcane, project image
8th level (1 slot): befuddlement
8th level (1 slot): befuddlement
9th level (1 slot): weird, wish
LEGENDARY ACTION
Uses: 1. 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 10 temporary HP. He and each ally within 30 ft. of him gains Advantage on D20 tests until the end of his next turn.
Vorpal Sword: Make standard attack with the weapon.
Wand of Wonder: Activate device.
SIGNIFICANT ITEMS
Vorpal Sword (longsword +3): Ignores resistance to slashing damage. On a critical hit, hit the target is decapitated. If Creatures that are immune to the effects of decapitation suffer 30 HP slashing damage instead. A creature having Legendary Resistance can expend one use of that ability, but must take the extra damage instead.
Wand of Wonder: Unlimited use in his hands. Roll D%: consult DMG for effect.
Vorpal Sword (longsword +3): Ignores resistance to slashing damage. On a critical hit, hit the target is decapitated. If Creatures that are immune to the effects of decapitation suffer 30 HP slashing damage instead. A creature having Legendary Resistance can expend one use of that ability, but must take the extra damage instead.
Wand of Wonder: Unlimited use in his hands. Roll D%: consult DMG for effect.
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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