Medium Humanoid (Human), Lawful Evil
Armor Class 19 (Robe of the Archmagi, Staff of Power)
Hit Points 233 (45d8 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
23 (+6)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +8, CON +7, INT +12, WIS +8
Skills Acrobatics +11, Arcana +11, History +11
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic, Goblin, Infernal, Orc, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Special Equipment. Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his statistics). Roll 2d10 to determine how many charges the staff has remaining.

Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other magical effects.

Manshoon's Legendary Resistance (3/Day). If Manshoon fails a saving throw, he can choose to succeed instead. Additionally, when using this feature, Manshoon may target any one creature within 30 feet of him and make it the target of the spell he chose to resist.

Spellcasting. Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, lightning bolt, sending

4th level (3 slots): fire shield, greater invisibility, polymorph

5th level (3 slots): Bigby’s hand, scrying, wall of force

6th level (1 slot): flesh to stone, globe of invulnerability

7th level (1 slot): finger of death, simulacrum

8th level (1 slot): feeblemind, mind blank

9th level (1 slot): imprisonment, power word kill

Actions

Metal Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Staff of Power.
Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Manshoon can expend 1 of the staff’s charges to deal an extra 3 (1d6) force damage on a hit.

Bonus Actions

Metal Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Maneuver. Mansoon can shift up to 5 feet without provoking opportunity attacks.

Reactions

Manshoon can take up to three reactions per round but only one per turn.

Arcane Counterspell. Manshoon utters an arcane word to interrupt a creature he can see that is casting a spell. If the spell is 1st level or lower, it fails and has no effect. If the spell is 2nd level or higher, Manshoon makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

Counterpunch. In response to being hit by an attack, Manshoon strikes back with his Metal Fist, dealing 4 (1d4 + 2) bludgeoning damage.

Parry. Manshoon adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, Manshoon must see the attacker.

Legendary Actions

Cantrip. Manshoon casts a cantrip.

Teleport.
 Manshoon teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 3 (1d6) psychic damage.

Cast Spell (Costs 1-3 Actions). Manshoon casts a 1st-, 2nd-, or 3rd-level spell he has prepared, expending a spell slot if appropriate. Doing so costs 1 legendary action per level of the spell.

Description

Referred to in this adventure simply as “Manshoon,” this clone of the ancient archwizard infiltrated Waterdeep years ago and has been hiding out in Kolat Towers ever since, in the city’s Southern Ward.

The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faerûn, including other powerful spellcasters such as Khelben Arunsun and Elminster. Fearing that he might be destroyed by his foes, Manshoon magically crafted several clones — but a mishap caused all of them to be awakened at once, whereupon they tried to destroy one another in a series of conflicts that came to be known as the Manshoon Wars.

Now the original Manshoon is dead, and it’s widely believed that all his clones were destroyed as well. In fact, at least three are still alive. The one presently in Waterdeep escaped death by hiding out in Undermountain, where he eventually ran afoul of Halaster Blackcloak. After a brief spell duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to magically regenerate his severed limb failed, forcing him to craft an artificial arm and hand for himself.

Manshoon took control of Kolat Towers, a crumbling residence in the Southern Ward that was abandoned years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle when he must do so, and thus is never seen entering or leaving.

Manshoon aims to rule Waterdeep and replace the City Watch with Black Network mercenaries that are loyal to him alone. By bribing and blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King of Waterdeep. Once the city is firmly in his clutches, Manshoon will then turn his attention toward Undermountain, destroy Halaster once and for all, and claim the dungeon’s riches.

Lair and Lair Actions

When fighting inside his extradimensional sanctum, Manshoon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Manshoon can take one lair action to cause one of the following effects:

  • Absorb Extradimensional Energy. Roll 1d8 and restore a previously expended spell slot of that level or lower.
  • Remove Gravity. All creatures within a square area 10ft on each side chosen by Manshoon are affected by a Levitate spell lasting one round, using Manshoon's spell save DC.
  • Seal Room. All doorways in a room of Manshoon's choosing within his sanctum close and lock. (Iron door, AC19, 27 hit points, resist physical, immune to lightning, necrotic, poison and psychic, DC 17 lockpick, DC 25 athletics)
  • Expel Intruder. One creature must make a Wisdom save, DC 16, or be forcibly expelled from the extradimensional sanctum. An expelled creature takes 4d10 force damage and appears in area K22 of Kolat Towers and cannot return to the sanctum via the Teleportation Circle there for the next 24 hours. A creature that succeeds its saving throw against this effect takes half damage and cannot be targeted by it again for the next 24 hours.

Manshoon can't use the same effect two rounds in a row.

Monster Tags: Human

Habitat: Urban

cehteshami

Comments

Posts Quoted:
Reply
Clear All Quotes