Medium Humanoid
Armor Class 13 Natural (16 Mage Armor)
Hit Points 122 (11d6)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
18 (+4)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws INT +8, WIS +7
Skills Arcana +8, History +8, Investigation +8, Perception +7
Gear Ring of Protection
Senses Passive Perception 17
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Not Again... Too Soon... When there are no allies within 15 feet of Alistair during combat, he must make a DC 13 Wisdom saving throw at the beginning of each of his turns. On a failure, he cannot cast a spell higher than 2nd level, cannot make melee attacks, and cannot willingly move closer to the Horde. On a success, he is unaffected.

War Caster. Alistair has advantage on saving throws to maintain concentration. Additionally, he can perform the somatic components of spells even when wielding a weapon in both hands.

Spellcasting. Alistair is an 11-level spellcaster. His spellcasting ability is intelligence (spell save DC 19, +9 to hit with spell attacks). Alistair has following wizard spells prepared:
Cantrips (at will): Booming Blade, Fire Bolt, Light, Minor Illusion
1st level (4 slots): Chromatic Orb, Expeditious Retreat, Mage Armor, Magic Missile
2nd level (3 slots): Blindness/Deafness, Misty Step, Shadow Blade
3rd level (3 slots): Counterspell, Fly, Thunder Step
4th level (3 slots): Blight, Elemental Bane, Sickening Radiance
5th level (2 slots): Immolation, Wall of Force
6th level (1 slot): Investiture of Flame

Actions

Quarterstaff +1. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 1) bludgeoning damage.

Reactions

War Caster. When a creature provokes an Opportunity Attack from Alistair by leaving his reach, he can take a reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Skykarts16

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