Magic Resistance. Zhaken Amberhart has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Zhaken Amberhart fails a saving throw, he can choose to succeed instead.
Spellcasting. The Zhaken Amberhart is an 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Zhaken Amberhart can cast invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, ray of frost, shocking grasp
1st level (4 slots): burning hands, catapult, mage armor*, magic missile, shield, witch bolt
2nd level (3 slots): detect thoughts, hold person, maximilian's earthen grasp, mirror image, misty step
3rd level (3 slots): counterspell, fireball, fly, hypnotic pattern, lightning bolt, sleet storm
4th level (3 slots): banishment, fire shield, greater invisibility, ice storm
5th level (3 slots): cone of cold, negative energy flood, synaptic static, wall of force
6th level (1 slot): chain lightning, globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*Zhaken Amberhart casts these spells on itself before combat.
Blast Scepter. Zhaken Amberhart uses his blast scepter to cast thunderwave as a 4th-level spell (save DC 16).
Gem of Seeing. Zhaken Amberhart uses his gem of seeing to grant himself truesight out to 120 feet for 10 minutes.
Zhaken Amberhart 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. He regains spent legendary actions at the start of histurn.
Cantrip. Zhaken Amberhart casts a cantrip.
Cast a Spell (Costs 2 Actions). Zhaken Amberhart casts a spell of 2nd level or lower from his spell list that takes 1 action to cast.
Lair and Lair Actions
Zhaken Amberhart is the master of Adamntis Tower. The tower is a structure but is also somewhat of a vehicle. Amberhart can call the tower at will to a location of his choosing so long as the location is relatively free of obstructions and completely free of other structures. Adamantis tower is an otherworldly creation with links to the far realm, it is has something of a will of its own, though this is in tune with the current master of the tower. It is unknown how one masters the tower.
Lair Actions
When fighting inside Adamantis Tower, Amberhart can use lair actions. On initiative count 20 (losing initiative ties), he can take one lair action to cause one of the following effects; he can’t use the same lair action two rounds in a row:
- Change Places: The tower warps space around its inhabitants, causing up to 6 creatures to change places with each other. Any creature can end up occupying the space of any other creature affected.
- Shudder: The tower trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.
- Unweave: The tower targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
Comments