Magic Resistance. Aeloth has advantage on saving throws against spells and other magical effects.
Shattered Mind. Aeloth can concentrate on up to 3 spells simultaneously. Roll separate concentration checks for each. He cannot concentrate on the same spell twice.
Spellcasting. Aeloth is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Aeloth can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, light, mage hand, acid splash, shocking grasp, chill touch
1st level (5 slots): ray of sickness, shield, mage armor*, magic missile
2nd level (5 slots): scorching ray, mirror image, misty step
3rd level (5 slots): counterspell, dispel magic, thunder step
4th level (4 slots): polymorph, resilient sphere, sickening radiance*
5th level (4 slots): Hold Monster, immolation, wall of force, Synaptic Static
6th level (3 slot): globe of invulnerability, scatter, Disintegrate
7th level (2 slot): Forcecage, Power Word Pain, Project Image
8th level (2 slot): Maddening Darkness
9th level (1 slot): Invulnerability
*Aeloth casts these spells on himself before combat.
Spellbook. Aeloth has access to the following additional spells:
- Level 9: Meteor Swarm, Gate
- Level 8: Demiplane, Control Weather, Clone
- Level 7: Teleport, Project Image
- Level 6: Contingency (permanently keeps up Mirror Image in case of being attacked)
- Level 5: Teleportation Circle
- Level 4: Locate Creature
- Level 3: Sending
Legendary Resistances (5/day). If Aeloth would fail a saving throw, he can choose to succeed instead.
Turning Immunity. Aeloth's will is so strong he cannot be turned.
Cannot be destroyed. If Aeloth takes damage that would reduce him below 0 hit points, he begins losing death saving throws as if he was a player character, but can fail any number of saving throws. He removes one lost death saving throw at the beginning of each turn. When he has no failed death saving throws and 0 hit points, he returns to 1 hit point instead at the start of his turn.
Red Shield. Aeloth gains 100 temporary hit points at the beginning of his turn.
Special equipment. Aeloth carries a Staff of Power with 20 charges.
Staff of Power. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) force damage.
Master of Spells. Aeloth casts one spell of 9th level or lower, then casts one spell of 4th level or lower, then casts a cantrip, then may make a Staff of Power attack. He may not cast the same spell twice in one turn. He may substitute either of his spells to use the Staff of Power instead. Aeloth suffers no disadvantage due to enemy proximities when making ranged spell attacks.
Aeloth has 6 legendary actions, and may use one at the end of a character's turn. He regains all uses of each action at the beginning of his turn.
Cantrip (costs 2 actions). Aeloth casts a cantrip.
Misty Step. Aeloth expends a spell slot to cast Misty Step
Dispel Magic (costs 3 actions). Aeloth casts Dispel Magic using a spell slot of 3rd level or higher.
If Aeloth is reduced to 0 hit points, a Nightmare of Kalossia appears in an unoccupied space within 40 feet.
Description
Aeloth is a tiefling archmage, the Red Circle’s leader. Aeloth considers himself to be the height of sophistication and elegance during the day, whilst at night he engages in debauched hedonism. He is polite and courteous, and believes that good manners are very important even among enemies. He feels bound to a particular code of honour, though that dedication inevitably only lasts as long as it serves his ego. Unusually, his allegiance to Kalossia is the weakest, as he is governed by his whims. Kalossia knows this, and considers making him its pawn to be delightful, and he will become the successor of the Dark Pawn if Kalarnus is slain. He will become Aeloth, the Dark Pawn if this happens. Aeloth is not permitted to leave Isentaan Citadel if the rest of the Red Circle have been destroyed, or if none of them are at Isentaan Citadel as Kalossia requires one potential dark pawn to remain there.
History: Aeloth was once a powerful wizard who was drawn to Kalossia seeking Kalo’s knowledge of even more powerful spells. He arrived before the city was corrupted, but seduced in the orgies, drug hazes and the thrill of participating in violent gladiatorial games, he became bound to the city. Kalossia charged him with forming the Red Circle.
Lair and Lair Actions
Whilst in his Lair, Aeloth can choose to use one of the following Lair actions at Initiative count 20, losing ties:
Localised Teleport. Aeloth teleports up to 60 feet to an unoccupied space he can see. Creatures within 5 feet of him when he appears must succeed on a DC19 Dexterity saving throw, or suffer 4d6 points of Force damage and be knocked 10 feet away.
Rejuvenate. Aeloth draws on the magic of the citadel, removing one Condition that is affecting him and healing 30 hit points.
Empowerment. When rolling damage this turn, treat all rolls of 1 as 2.
Warping Visions. All PCs must make a DC19 Wisdom saving throw or be only able to move, take an action, or a bonus action this turn.
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