Magic Resistance. The archmage 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 18, +10 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (2 slot): globe of invulnerability
7th level (2 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Description
Appearance
Despite being in his 50s in the years following the War of the Silver Marches, Zelraun appeared to be about 30 years old. He maintained his youthful look by means of potions of longevity.
Personality
Zelraun always maintained an attitude of self-assurance and pride that derived from his family. He never forgot his roots and used the money of his family on the finer things in life. He lived to gamble.
Possession
He always had with him a shield guardian.
History
Zelraun hailed from the noble Roaringhorn family and trained as a wizard.
During the Rage of Demons, Zelraun was the Harper delegate to King Bruenor Battlehammer of Gauntlgrym to discuss the madness spreading in the Underdark.







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