Special Equipment. Amon’Toth Wears a Robe of the Archmagi, a ring of spell turning and a ring of evasion. His skull is set behind a mask that functions identically to Lost Crown of Besilmer, and the gems encrusting his phylactery-skull function as Amethyst Lodestone, as well as +5 versions of each: Ioun Stone of Historical Knowledge, Ioun Stone of Language Knowledge Ioun Stone of Natural Knowledge, and Ioun Stone of religious Knowledge He also wields a Staff of the Magi.
Magical Resistance: Amon'Toth has advantage on all saving throughs against spells and magical effects.
Spell Turning: if Amon'Toth rolls a 20 for the save, 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.
Legendary Resistance (5/Day). If Amon'Toth fails a saving throw, he can choose to succeed instead.
Evasion (3/day): If Amon'Toth fails a Dex saving throw, he can choose to succeed instead.
Temporal Awareness- Amon'Toth can add his Intelligence modifier to his initiative rolls.
Arcane Abeyance- When Amon'Toth cast a spell using a spell slot of 4th level or lower, he can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses his spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Gravity Well -Whenever Amon'Toth cast a spell on a creature, Amon'Toth can move the target 5 feet to an unoccupied space of his choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
Wizardly Quill- As a bonus action, Amon'Toth can magically create a Tiny quill in his free hand. The magic quill has the following properties:
- The quill doesn’t require ink. When Amon'Toth writes with it, it produces ink in a color of his choice on the writing surface.
- The time Amon'Toth must spend to copy a spell into your spellbook equals 2 minutes per spell level if Amon'Toth use the quill for the transcription.
- He can erase anything Amon'Toth write with the quill if Amon'Toth wave the feather over the text as a bonus action, provided the text is within 5 feet of him.
- This quill disappears if Amon'Toth creates another one or if Amon'Toth dies.
Awakened Spellbook- Amon'Toth has awakened an arcane sentience within his spellbook. While Amon'Toth are holding the book, it grants Amon'Toth the following benefits:
- He can use the book as a spellcasting focus for his wizard spells.
- When Amon'Toth cast a wizard spell with a spell slot, Amon'Toth can temporarily replace its damage type with a type that appears in another spell in his spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot Amon'Toth expend.
- When Amon'Toth cast a wizard spell as a ritual, Amon'Toth can use the spell’s normal casting time, rather than adding 10 minutes to it.
- If necessary, Amon'Toth can replace the book over the course of a short rest by using his Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which he is attuned. At the end of the rest, his spellbook’s consciousness is summoned into the new book, which the consciousness transforms into his spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
Manifest Mind- Amon'Toth can conjure forth the mind of his Awakened Spellbook. As a bonus action while the book is on his person, Amon'Toth can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of his choice within 60 feet of him. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks ghostly tome with a kindly but wizened face on it. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with Amon'Toth what it sees and hears (no action required). Whenever Amon'Toth cast a wizard spell on his turn, Amon'Toth can cast it as if he were in the spectral mind’s space, instead of his own, using its senses. As a bonus action, Amon'Toth can cause the spectral mind to hover up to 30 feet to an unoccupied space that Amon'Toth or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from Amon'Toth, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if Amon'Toth dies, or if Amon'Toth dismiss the spectral mind as a bonus action. Once Amon'Toth conjure the mind, Amon'Toth can’t do so again until Amon'Toth finish a long rest, unless Amon'Toth expend a spell slot of any level to conjure it again.
Master Scrivener- Amon'Toth can create one magic scroll by touching his Wizardly Quill to a blank piece of paper or parchment and causing one spell from his Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of Amon'Toth when Amon'Toth make the scroll. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. Amon'Toth can cast the spell from the scroll by reading it as an action.
One with the Word- Amon'Toth has advantage on all Intelligence (Arcana) and (History), as the spellbook helps Amon'Toth remember magical lore.
Event Horizon- Amon'Toth can choose to magically emit a powerful field of gravitational energy that tugs at other creatures. Whenever a creature hostile to Amon'Toth starts its turn within 50 feet of him, it must make a Strength saving throw against his spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement. Additionally All ranged attacks against Amon'Toth suffer disadvantage.
Regeneration. Amon’Toth’s Automaton body regains 10 hit of his points at the start of its turn if it has at least 1 hit point.
Mythic Temporal Rebirth (Recharges after a Short or Long Rest)- Amon'Toth body turns to dust when he drops to 0 hit points. A storm of Chronomantic, Aethermantic, and Graviturgical energy called a reality Maelstrom erupts around the place of his body, expanding outward to 100 feet in radius. Any creature caught in the Reality Maelstrom first takes(120) 20d12 force damage, half on a successful dex save. Also unless they pass a con save any any creature caught also ages 1d20 × 10 years and loses one point in each physical stat for each decade aged. Lastly any Magic item or spell active in the Reality Maelstrom is automatically ended and dispelled as if it were under the effect of an Antimagic field. At the center of the reality Maelstrom Amon’Toth’s body recreates itself as if it were moving backward through time while being encapsulated in a 10 ft radius glowing sphere. The sphere and all things inside of it are under the effects of Invulnerability. This effect lasts for four rounds. Anyone who starts or ends their turn in the area of the Reality Maelstrom must make new saves and experience all of the effects of the Reality Maelstrom Again. At the end of the four round duration, Amon’ Toth Regains 450 HP, all of his spell slots are restored, and all of his Magic Items regain all functionality as if they hadn't been used in the previous 24 hours.
Turning Immunity: Amon'Toth is immune to the effects that turn or destroy undead.
Multiattack.- Amon’Toth may make two melee attacks or may make one attack and use spellcasting. He may also replace any attack or spellcasting action with Adjust Density, or Momentary Stasis in a turn
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 10) bludgeoning damage.
Adjust Density- As an action, Amon'Toth can magically alter the weight of one object or creature he can see within 30 feet. The object or creature must be Huge or smaller. The target’s weight is halved or doubled for up to 1 minute or until Amon’Toth’s concentration ends (as if Amon'Toth were concentrating on a spell). While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Gravitational Thrust. As an action, Amon'Toth can expend 1 charge to focus gravity around a creature he can see within 60 feet of him. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of Amon'Toth's choice.
Momentary Stasis- As an action, Amon'Toth can magically force a Large or smaller creature he can see within 60 feet of himself to make a Constitution saving throw against his spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of Amon’Toth’s next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. Amon'Toth can only actively use this on one target at a time.
Spellcasting. Amon'Toth is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +17 to hit with spell attacks). Amon'Toth has the following wizard spells prepared:
At Will- Counterspell, Bestow Curse, Clairvoyance, Dispel Magic, Feign Death, Haste, Intellect Fortress, Life Transference,Fireball, Lightning Bolt, Nondetection, Spirit Shroud, Arcane Lock, Gentle Repose, Knock, Shatter, Suggestion, Cause Fear, Detect Magic, Expeditious Retreat, False Life, Feather Fall, Mage Armor, Magic Missile, Sleep, web, invisibility, Protection from Evil and Good,
5/day each- Animate Objects, Bigby’s Hand, Cone Of Cold, Dominate Person, Hold monster, Wall of Force, Banishment, Blight, Dimension Door, Fabricate, Polymorph, Raulothim's Psychic Lance, flaming sphere, web, ice storm,
3/day each- Crown of Stars, Etherealness, Finger of Death, Power Word Pain, Prismatic Spray, Reverse Gravity, Teleport, Circle of death, Chain Lightning, Disintegrate, Fizban's Platinum Shield, Globe Of Invulnerability, Magic Jar, Soul Cage, True Seeing, [Tooltip Not Found], passwall,
1/ day each- Astral Projection, Foresight, Invulnerability, Power Word Kill, Prismatic Wall, Psychic Scream, Time Stop, True Polymorph, Antimagic field, Dominate Monster, Mind Blank, Power Word Stun, Telepathy, Dream of the Blue Veil
Chronal Shift- Amon'Toth can magically exert limited control over the flow of time around a creature. As a reaction, after Amon'Toth, or a creature Amon'Toth can see within 30 feet of him, makes an attack roll, an ability check, or a saving throw, he can force the creature to reroll. Amon'Toth make this decision after he see whether the roll succeeds or fails. The target must use the result of the second roll.
Convergent Future- Amon'Toth can peer through possible futures and magically pull one of them into the current time stream, ensuring a particular outcome. When Amon'Toth or a creature he can see within 60 feet of Amon'Toth makes an attack roll, an ability check, or a saving throw, Amon'Toth can use his reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (Amon'toth's choice). When He does this, it expends the Highest prepared SPell slot Amon'Toth has left for the day.
Violent Attraction- When another creature that Amon'Toth can see within 60 feet hits with a weapon attack, Amon'Toth can use his reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type. Alternatively, if a creature within 60 feet of Amon'Toth takes damage from a fall, Amon'Toth can use his reaction to increase the fall’s damage by 2d10.
One with the Word- If Amon'Toth take damage while the spellbook’s mind is manifested, Amon'Toth can prevent all of that damage by using his reaction to dismiss the spectral mind. Amon’Toth cannot summon the spectral mind again for 1d4 rounds.
Spell Absorption: As a reaction when another creature casts a spell that targets only Amon'Toth, he can attempt to absorb the power of the spell. The casting creature and AMon'Toth make opposed caster level checks (1d20+ HD). If the creature wins, the spell affects Amon'Toth as normal, but if Amon'Toth wins, he absorbs the spell, regaining a spell slot of equal or lower level than the spell cast.
Amon'Toth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Amon'Toth regains spent legendary actions at the start of his turn.
Spellcasting: Amon’Toth can use spellcasting
Adjust Density : Amon’Toth can use Adjust Density
Momentary Stasis: Amon’Toth can use Momentary Stasis
Mythic Temporal Rebirth- If Amon'Toth's Mythic ability has been triggered in the last hour he may use the following actions as legendary actions and he may take three additional legendary actions.
Meteor Swarm: Amon’Toth may cast Meteor Swarm
Ravenous Void: Amon’Toth may cast ravenous Void
Time Ravage: Amon’Toth may cast Time Ravage
Description
When the Great cataclysm befall Revandar, Alastair Raventhyle, the Vercinmagus of Tauran opened a Gate to a place untouched but the Aebenezer or by Thuraziduun. This plane of Espirach, lay deep within the feywilds. Dragons of all three families, and fifteen flights populated this primordial plane. The Wyrms held great sway over the land, and the mortals, led by Raventhyle, newly come to the plane treated them as powerful dreadlords at first, paying tribute and deference.
Raventhyle established his stronghold at the place where the gate had opened, Topos'Afixis or place of first arrival in Old Tauranian. A few mortals stayed with him but most dispersed into the land to found their own strongholds. Raventhyle had long mastered the arts of alchemy, transmutation, and necromancy. He was well versed in the other schools of magic and artifice as well but excelled in the first three. He began experiments deep within his stronghold and these endeavors produced the Toth, a race of living ensouled beings of an Arcane and biological origin named after an Old Tauranian word for both people and knowledge.
Raventhyle instructed his first generation of Toth in the ways of magic. Their affinity for magic showed in their rapid progression through his tutelage, and in a fraction of the time it took mortal practitioners to master the arts, the Toth had become magisters in their own right. They drove back the dragons who sought to disrupt their life and secured the area around their settlements. Over the next few centuries as the Toth grew and populated the area around Topos'Afixis, they established each of the Campuses of Magic. Raventhyle took on the name Amon'Toth, meaning Teacher of the People, and he guided the Toth to magical supremacy and utopian living.
As the centuries were on Amon'Toth knew he would eventually expire as all living things did. He knew of the path to lichdom but did not wish to sacrifice his soul. Instead he studied the ways of necromancy and vitaemancy, and he discovered a way to enter a state of undeath without destroying one's soul. Like lichdom, it required the consumption of souls to perpetuate the state of unlife, but this new method allowed the practitioner to consume the souls of powerful outsiders like demons and celestials rather than the souls of mortals. He began the practice of summoning and subduing powerful outsiders and consuming their souls. Amon Toth sustained himself thusly for centuries. With each outsider he consumed his primordial knowledge grew and his understanding of the functions of reality deepened.
In his studies of the ways of life and death, Amon'Toth found a peculiar property of the plane he had led the mortals to colonize. The plane of Espirach existed in a bubble of sorts. It truly served as a refuge from the rest of the multiverse, and it functioned as a closed system by and large. Souls could occasionally enter the plane much as the large influx of mortals he led did, but few if any souls ever left the plane. When A mortal died on Espirach it seemed that their soul entered a form of temporary afterlife administered and managed by the Fae, who on this plane were almost divine emanations. After a time in this existence the souls would then be reincarnated in the wombs of the living, and reborn to live life again, absent the memories of its previous life. Even The souls of those consumed by other beings did not perish but became a part of the being that consumed them. Those souls were released back into the cycle of birth, death, and rebirth when the being that had devoured them also died. Thus he realized that in Espirach, death was temporary and held little sway over the ultimate fate of mortals. He understood and taught this to the Toth who accepted death as a temporary state and understood the process of reincarnation.
Thus the two paths of the Toth were established, those that wished to continue their research and existence could walk the Path of Eternity. While those who wished for the respite and peace for a time and then to be reborn into a new life could walk the Path of Peace. Some who chose the Path of Peace even willingly gave themselves over to those on the path of eternity to consume so that they could travel with them on their journey into eternity. Amon'Toth never consumes the soul of a Toth himself, and forbade the Toth from allowing themselves to be consumed by non-Toth practitioners.
After several millennia, almost all of those who walked the Path of Eternity chose eventually to turn to the Path of Peace, and only Amon'Toth still remains from the first days. Like many who suffer the ills of un-life his body has all but eroded away. Only his skull is left encrusted with jewels and gems, and hidden under a mask and cowl on the frame of an automaton body.
The area around Topos'Afixis has largely remained untouched by the Fae-dragon war that decimated the rest of the plane. Previously content to just defend his stronghold, Amon'Toth has seen the dire situation mortal kind finds itself in, he now seeks a way to restore his original body and power so that he may push back against the overreach of the Titans, the Fey and the Dragons. He wishes to see the mortals he brought to this plane to flourish once again.
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