Arcane Recovery (1/Day). When he finishes a short rest, Atlavast recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Atlavast fails a saving throw, he can choose to succeed instead.
In the Dark. Atlavast can't see through the magical shroud covering the entrance to his Private Sanctum unless he casts true seeing. All attack rolls relying on sight must be made at disadvantage if the spell was not cast beforehand.
Spellcasting. Atlavast is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can’t do so again until he finishes a short or long rest. Atlavast has the following wizard spells prepared:
Cantrips (at will): dancing lights, encode thoughts, mage hand, mending, prestidigitation
1st level (4 slots): find familiar, mage armor, shield, Tenser's floating disk
2nd level (3 slots): arcane lock, continual flame, darkvision, locate object
3rd level (3 slots): counterspell, dispel magic, sending
4th level (3 slots): Galder's speedy courier, Mordenkainen’s private sanctum, Leomund's secret chest
5th level (3 slots): passwall, legend lore, wall of stone
6th level (2 slots): arcane gate, guards and wards, true seeing
7th level (2 slots): project image, symbol, teleport
8th level (1 slot): maddening darkness, mind blank
9th level (1 slot): imprisonment, prismatic wall
Staff of the Magi. Atlavast uses his Staff of the Magi to cast the following spells:
(at will): arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good
(7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
3 Each/Day: dispel magic, flaming sphere, invisibility, knock, web
1 Each/Day: ice storm, passwall, telekinesis, wall of fire
1/Day: conjure elemental, fireball (7th Level), lightning bolt (7th Level), plane shift
Atlavast 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. Atlavast regains spent legendary actions at the start of his turn.
Cast Spell. Atlavast casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Atlavast expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.
Description
When Mount Hotenow erupted in the Year of Knowledge Unearthed (419 NR, 1451 DR), the priests of Oghma at the House of Knowledge, fearing the worst, sealed the inner sanctum. The works within could not be allowed to rot alone, of course, so one young priest — Atlavast — volunteered to be sealed in with them. For twenty-eight years, Atlavast lived alone with the temple’s vast collection of knowledge and lore. He is an eccentric recluse now, forever cataloging and reorganizing the sacred archives.
With the reclamation of the House of Knowledge by new followers of Oghma, Atlavast found himself named as both Loremaster and High Priest, despite his continued unwillingness to leave the ruins of the deep archive. His orders are delivered magically, but he is reliant on information from trusted priests to determine which orders to give.
Lair and Lair Actions
In his decades trapped within the Archives in the deepest parts of the House of Knowledge, Atlavast has made the space into his own fortified domain.
Lair Actions
On initiative count 20 (losing initiative ties), if Atlavast believes the Archives are under attack, he takes a lair action to read from an attack spell scroll at random. Roll a d12 and choose one of the two options. Roll the same number twice, choose the one you didn't before. Roll the same number three times, and Atlavast will fail to find a scroll. He can always find a scroll for the confusion if you roll a 6 or 7.
| d12 | Encounter |
|---|---|
| 1 | shocking grasp or true strike |
| 2 | lightning lure or thunderclap |
| 3 | color spray or magic missile |
| 4 | crown of madness or ray of enfeeblement |
| 5 | lightning bolt or stinking cloud |
| 6–7 | confusion |
| 8 | blight or sickening radiance |
| 9 | animate objects or synaptic static |
| 10 | disintegrate or flesh to stone |
| 11 | reverse gravity or whirlwind |
| 12 | maddening darkness or sunburst |
Regional Effects
Atlavast cast the following spells once a day for a full year over the course of his stay, giving the lowest basement of the House of Knowledge the following permanent effects:
Mordenkainen's Private Sanctum
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
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Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold:
- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally not to disturb or damage the books at any cost.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
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