Medium Humanoid (Human), Chaotic Neutral
Armor Class 10 (13 with mage armor)
Hit Points 22 (9d8 - 18)
Speed 30 ft.
STR
9 (-1)
DEX
10 (+0)
CON
7 (-2)
INT
16 (+3)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws INT +5, WIS +2
Skills History +5, Religion +5
Damage Vulnerabilities Thunder
Senses Passive Perception 10
Languages Celestial, Common, Elvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Special Equipment. Charles wears an amber ring of spell turning on his left forefinger.

Spell Turning.  While wearing his ring of spell turning, Charles has advantage on saving throws against any spell that targets only him (not in an area of effect).  In addition, if he rolls a 20 for a save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus and spellcasting ability of the caster.

Spellcasting. Charles is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Charles has following wizard spells prepared:
Cantrips (at will): blade ward, light, message, ray of frost
1st level (4 slots): mage armor A, shield A, sleep

2nd level (3 slots):[Tooltip Not Found], invisibility, phantasmal force

3rd level (3 slots):animate dead, dispel magic A, fear

4th level (3 slots):arcane eye, ice storm

5th level (1 slot):hold monster

A - Abjuration spell of 1st level or higher

Arcane Ward.  Charles has a magical ward that has 21 hit points.  Whenever Charles takes damage, the ward takes the damage instead.  If the ward is reduced to 0 hit points, Charles takes any remaining damage.  When Charles casts an abjuration spell of 1st level or higher, teh ward regains a number of hit points equal to twice the level of the spell.

Actions

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. 

 

Description

Charles is a human male in his late twenties, his dark hair already receding to display a large forehead.  Bags from lack of sleep are apparent beneath his dark eyes, and he is easily startled by noise and shadows.  He wears silk gloves on his hands and dresses in similar garments of the finest, softest make.

Personality.  Charles is currently plagued by two afflictions, one life-long and the other more recent.  From an early age, Charles displayed a heightened sensitivity to all sensation and cannot abide noises louder than a whisper, light brighter than gloom, the blandest of tastes, sharp smells or the touch of anything but the softest of silk.  He has cocooned himself in a sanctuary of his own making, both physically and emotionally.  He only felt comfortable around his sister, Magdalene, whom he loved dearly.  Now, having buried his believed-to-be-deceased sister, Charles believes grief has broken his sensitive mind.  He thinks he hears Magdalene calling to him from beyond the grave and the staccato of her footsteps moving about the Chateau.  Charles is unaware that she is calling for help and that her footsteps are in truth her beating on the lid of her burial niche.  He would be horrified and plagued with self-guilt to discover he buried his beloved sibling alive and it is possible that if she is slain for real, he may take his own life shortly thereafter.

Family Allies.  None that he knows of.  His cousin Isodore recalls him fondly from their youth, however, and she would go to his aid if he requested it.

Family Enemies.  Magdalene.  Her madness at her burial has made her determined to take Charles' life in vengeance.  If she is restored to sanity, she might eventually forgive him, but it would be a prolonged process.

From the OAR 5E version of Castle Amber by Goodman Games.

sauercarey

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