Medium Humanoid (Elf), Lawful Neutral
Armor Class 12 21
Hit Points 228 (24d8 + 120)
Speed 30 ft., Fly 60 ft. Fly Spell
STR
13 (+1)
DEX
19 (+4)
CON
20 (+5)
INT
24 (+7)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws CON +11, INT +13, WIS +9
Skills Arcana +19, Deception +18, History +19, Insight +9, Perception +9, Persuasion +18
Damage Resistances Damage from Spells
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Infernal, Orc, Primordial, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Fey Ancestry. Magic can’t put Althea to sleep.

Trance. Althea doesn't need to sleep. Instead, she meditates deeply, remaining semiconscious, for 4 hours a day. After resting in this way, she gain the same benefit that a human does from 8 hours of sleep.

Dual Processing. Althea can hold concentration on up to two different spells at a time, and has advantage on saving throws to keep concentration on spells.

Special Equipment. Althea has the following magic items, Blackstaff, Ring of Telekinesis, Robe of the Archmagi

Spellcasting. The Althea is an 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Althea can cast Fly and Sending at will and has the following wizard spells prepared:

Cantrips (at will): control flames, gust, light, mage hand, mold earth, mind sliver, prestidigitation, shape water, shocking grasp

1st level (at will slots): charm person, chromatic orb, detect magic, identify, magic missile, shield

2nd level (at will slots): acid arrow, detect thoughts, mirror image, misty step

3rd level (3 slots): catnap, counterspell, dispel magicfireball, lightning bolt

4th level (3 slots): banishment, fabricate, fire shield, storm sphere

5th level (3 slots): bigbys hand, cone of cold, geas, scrying, wall of force

6th level (2 slot): contingency, disintegrate, globe of invulnerability, mass suggestion

7th level (2 slot): symbol, teleport

8th level (1 slot): clone, demiplane, power word stun

9th level (1 slot): invulnerability, wish

Arcane Ward. Althea 47 has a magical ward that has 30 hit points. Whenever Althea takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Althea takes any remaining damage. When Althea casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Sculpt Spells. When Althea casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Spell Secrets. When Althea casts a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, she can substitute that damage type with one other type from that list (she can change only one damage type per casting of a spell). Althea can replace one energy type for another by altering the spell’s formula as she cast it. When she cast's a spell with a spell slot and the spell requires a saving throw, she can change the saving throw from one ability score to another of your choice. Once she change's a saving throw in this way, she can’t do so again until she finish's a short or long rest.

Actions

Multiattack. Althea makes two attacks with the Blackstaff. She can cast one of her cantrips or 1st-level spells before and or after making these attacks.

 Blackstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage when used with two hands. Althea can expend 1 of the staff’s charges to deal an extra 3 (1d6) force damage on a hit.

Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Althea and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:

  • She can breathe underwater.
  • She can survive without food and water.
  • She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
  • She gains resistance to cold damage, and she is unharmed by temperatures as low as −50 degrees Fahrenheit.

While the silver fire is present, she has the following additional action options:

  • Cast the [spell]cure wounds[/spell spell. The target regains 1d8 + 7 hit points. After Althea takes this action, roll a d6. On a roll of 1, the silver fire disappears.
  • Cast the revivify spell without material components. After Althea takes this action, roll a d6. On a roll of 1–2, the silver fire disappears.
  • Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 25 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After Althea takes this action, roll a d6. On a roll of 1–3, the silver fire disappears.

Monster Tags: NPC

Runt55881

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