Medium Humanoid (Dwarf, Half-Elf), Lawful Good
Armor Class 12 (15 with mage armor)
Hit Points 40 (6d6 + 12)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws INT +7, WIS +6
Skills Arcana +7, History +10, Investigation +10, Perception +6
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Dwarvish, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. 6 th-level Abjurer. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): Blade Ward, Light, Mold Earth, Shape Water

1st level (4 slots): Absorb Elements, Alarm(R), Mage Armor, Protection from Evil and Good(C), Shield

2nd level (3 slots): Arcane Lock, Arcane Vigor, Earthbind(C), Maximilian's Earthen(C)

3rd level (3 slots): Counterspell, Dispel Magic, Glyph of Warding, Magic Circle

Bonus Actions

Spells. Arcane Vigor

Reactions

Spells. Absorb Elements, Shield, Counterspell

Projected Ward. When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points.

Legendary Actions
Arcane Recovery (Special)

Once per Long Rest, whenever you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level up to 3.

Arcane Ward: Hit Points (Special)

When you cast an Abjuration spell with a spell slot, you can create a magical ward that lasts until you finish a Long Rest. The ward has +16 HP.

Whenever you take damage, the ward takes damage instead, applying any Resistances or Vulnerabilities you have before reducing the ward’s HP. If the damage reduces the ward to 0 HP, you take any remaining damage. While the ward has 0 HP, it can’t absorb damage, but its magic remains.

As a Bonus Action, you can expend a spell slot and the ward regains HP equal to twice the level of the spell slot expended.

Description

Valdrin Dwinlas est un mage érudit et pragmatique, spécialisé dans la magie des runes anciennes, des pierres et de la terre. Profondément loyal à Nar-Khazad, il voit au-delà des intrigues de cour et cherche avant tout à protéger la cité. Son lien avec les anciennes traditions naines en fait un maître de la magie subtile, plus lié aux éléments naturels qu'aux arcanes conventionnelles.

Valdrin est un personnage à la fois réfléchi et réaliste, conscient des limites de la magie et des faiblesses humaines. Il est humble quant à ses connaissances, admettant toujours qu’il y a plus à apprendre. Malgré son attachement à la ville, il reste critique envers la gestion du roi Fundin et s'efforce d'agir pour le bien de la cité, même si cela implique de s'opposer à l'autorité royale. Son pragmatisme et son intelligence font de lui un conseiller précieux, mais aussi un homme difficile à manipuler.

Monster Tags: NPC

Habitat: Urban

Arthas1696

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