Medium Undead (Tiefling), Chaotic Evil
Armor Class 12 (15 with mage armor)
Hit Points 434 (18d8 + 92)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
20 (+5)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws INT +11, WIS +8
Skills Arcana +13, History +13
Damage Resistances All
Senses Passive Perception 12
Languages Common, abyssal, infernal, primordial, elvish, giant
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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 graspchill 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:

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.

Actions

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.

Legendary Actions

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.

Mythic Actions

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.

Monster Tags: NPC

Habitat: Urban

Sanvael

Comments

Posts Quoted:
Reply
Clear All Quotes