Medium Construct (High-Elf), Neutral Evil
Armor Class 18 (21 with mage armor)
Hit Points 207 (20d10 + 68)
Speed 30 ft.
STR
8 (-1)
DEX
20 (+5)
CON
14 (+2)
INT
20 (+5)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws DEX +11, INT +11, WIS +8
Skills Arcana +13, History +13, Insight +17
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 12
Languages Any six languages
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistances (3/Day)  If Avalon Grimore fails a saving throw he can choose to succeed instead.

Magic Resistance. Avalon Grimore has advantage on saving throws against spells and other magical effects.

Creation of Magic. Avalon Grimore is both a humanoid and construction, Avalon Grimore gains a +3 Ac due to the barrier magic made into his skin when created.

Tactical Wit. Avalon Grimore gets to add his INT modifier to his initiative (+5)

Spellcasting. Avalon Grimore is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +17 to hit with spell attacks). The Avalon Grimore can cast counterspell and phantom steed at will and has the following wizard spells prepared:

Cantrips (at will): blade ward, encode thoughts, light, mending, sword burst, true strike

1st level (4 slots): grease, ice knife, inflict wounds, magic missile, mage armor, shield

2nd level (3 slots): acid arrow, blindness/deafness, ice knife, misty step, scorching ray

3rd level (3 slots): counterspell, blink, lightning bolt, phantom steed

4th level (3 slots): fire shield, ice storm

5th level (3 slots): geas, wall of force

6th level (1 slot): true seeing, chain lightning

7th level (1 slot): simulacrum

8th level (1 slot): mind blank

9th level (1 slot): time stop

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Bonus Actions

3rd level (3 slots): [spell]misty step/spell]

Reactions

Arcane Deflection. When Avalon Grimore is hit by an attack you can use your reaction to gain +2 to your AC, if your attacked by a spell you can add +4 to the saving throw but you cant use spells that aren't cantrips next turn.

Legendary Actions

Avalon Grimore gets 3 legendary actions per turn. Regaining them on his turn. He can use legendary actions at the end of a players turn.

Cantrip. Avalon Grimore casts a cantrip using 1 legendary action.

Manipulate Matter. Avalon Grimore can create: 

  • Wall; 60 ft long, 60 ft tall, 10 ft wide.
  • Platform; 10ft radios square and raise it 30 ft up.
  • Drop Pillar; 10 ft radios, slams it down from the roof forcing any flying creature to the ground taking double fall damage. Dex Saving throw (DC 17)

These actions only last 3 turns or until he uses it again.

Golem Master. Avalon Grimore can command a Golem to take his turn after a player even if the golem has taken a turn using 3 actions.

Description

Avalon was not born by a successful creation of a Drow homunculus talented in magic but made by a man that's name is not recorded anywhere due to after being created he stabbed his master in the heart using his corpse as a material to make himself a whole being.

After being born he strived to being under no one and with the research notes of his creator he easily surpassed most mages within the city with his augmentations and when the city was under threat he rose up to the challenge and created the 8 pillars of transportation achieving him the arch mage of the city and with huge support from both his piers and the common folk for saving them rose to the throne that became untouchable by most.

Wanting isolation even furtherer to continue his thirst for more power to even compete with gods he studies in a black ivory tower, watching over the city with fear of one day someone will try surpass him and take his throne.

Monster Tags: NPC

Habitat: Urban

PARA2827

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