Arcane Recovery (1/Day). When he finishes a short rest, Carl recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Carl fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Carl has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Carl can cast Aganazzar’s Scorcher and Shield at will, and can cast Ashardalon’s Stride and Thunder Step once per day without expending a spell-slot. The following wizard spells are prepared:
Cantrips (at will): fire bolt, shocking grasp, control flames, toll the dead, blade ward
1st level (4 slots): charm person, longstrider, magic missile
2nd level (3 slots): Aganazzar’s Scorcher, Darkness
3rd level (3 slots): counterspell, Ashardalon’s Stride*, Fireball, Thunder Step, Glyph of Warding
4th level (3 slots): elemental bane, Fire shield, Wall of Fire*
5th level (3 slots): dominate person, mislead, far step
6th level (2 slot): Investiture of Flame, Sunbeam
7th level (2 slot): Delayed Blast Fireball
8th level (1 slot): Incendiary Cloud
9th level (1 slot): Prismatic Wall
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Carl 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. Carl regains spent legendary actions at the start of his turn.
Cast Spell. Carl casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Carl expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.
Lair and Lair Actions
As the master of Fire, Carl can alter the heat and flame around him to an extent. His lair actions and regional effects don’t extend beyond Castle Waterdeep.
Lair Actions
On initiative count 20 (losing initiative ties), Carl takes a lair action to cause one of the following effects:
- Carl targets a volume of unoccupied space or solid metal no larger than four 10-foot cubes within 30 feet of him, causing it to heat and force characters to jump up and down to avoid getting burned, making it difficult terrain.
- Carl can summon a Fire snake within 30 feet of him, as the flames he controls burn a hole into the reality between his Throne Room and the Plane of Fire.
- Carl can cause any open flames around him to either go out or increase in size, causing the light shed to double in radius.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/3/2021 3:47:04 AM
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5
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Coming Soon
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