Medium Humanoid (Human), Lawful Evil
Armor Class 14 (17 with mage armor)
Hit Points 340 (40d8 + 160)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws INT +10, WIS +10
Skills Arcana +13, History +13, Perception +9
Damage Resistances Damage from Spells
Senses Passive Perception 20
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal, Sylvan, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Cloak of Protection.  Zhaken Amberhart wears a cloak of protection, raising his AC and all saving throws by one.

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 20, +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 himself before combat.

Actions

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.

(Bonus Action) Healing Potions (3 charges).  Zhaken Amberhart consumes a potion of healing (supreme).

Legendary Actions

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.
  • Convergent Environtment: The tower is able to call on the latent energies of its environment to generate a powerful magical storm at its top level.  This changes based on the environment in which the tower is currently located.  In cold, icy environments, this manifests as a sleet storm.  This lasts for one minute and cannot be cancelled except through magical means.  If dispel magic or a similar spell is cast on the tower to cancel the effect, Convergent Environment is treated as a 4th level spell.  The master of Adamantis Tower is unaffected by this.

Previous Versions

Name Date Modified Views Adds Version Actions
11/21/2019 9:56:35 PM
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Coming Soon

Monster Tags: NPCHuman

Habitat: Urban

TinMan4243

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