Medium Humanoid (Elf), Neutral Evil
Armor Class 22 studded leather, ring, shield
Hit Points 260 (20d8 + 60)
Speed 40 ft.
STR
12 (+1)
DEX
22 (+6)
CON
16 (+3)
INT
22 (+6)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +5, CON +7
Skills Acrobatics +12, Athletics +7, Insight +7, Intimidation +8, Perception +7
Senses Darkvision 30, Passive Perception 17
Languages Common, Elvish, Goblin
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Action Surge. Youn can take one additional action on your turn. This ability can be used 2 times per short rest.

Alert. You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Arcane Charge. You can teleport up to 30 ft. to an unoccupied space you can see when you use your Action Surge either before or after the additional action.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Eldritch Strike. When you hit a creature with a weapon attack, it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Improved War Magic. When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Indomitable. You can reroll a saving throw that you fail - you must use the new roll. You can use this ability 3 times per long rest.

Mage Slayer. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You also have advantage on saving throws against spells cast by creatures within 5 ft. of you.

Mobile. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Reactive. Althimn can take one reaction on every turn in combat.

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 20 HP.

Spellcasting. althimn is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Althimn has the following eldritch knight spells prepared:

Cantrips (at will): booming blade, lightning lure, mage hand, [spell]toll the dead

1st level (4 slots): grease, magic missile, shield

2nd level (3 slots): [Tooltip Not Found], Scorching ray

3rd level (3 slots): blink, counterspell, fireball, haste

4th level (1 slot): dimension door, fire shield, greater invisibility

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

War Caster. You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage.

Weapon Bond. You can perform a 1 hour ritual to create a magical bond between yourself and one weapon. Once completed, you can't be disarmed of the weapon unless you are incapacitated, and you can summon it as a bonus action to your hand (if it's on the same plane of existence). You can have up to two bonded weapons.

Special Equipment. Glamoured studded leather, ring of protection, rapier of wounding.

Actions

Multiattack. Althimn makes 4 attacks with his rapier of wounding or other weapon.

Rapier of Wounding. Melee Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d8 + 8) piercing damage.

Reactions

Mage Slayer Attack. When a creature within 5 ft. of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

War Caster. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

Monster Tags: NPC

Habitat: Urban

guiche

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