Medium Undead (Wizard), Chaotic Good
AC 22 (natural armor)    Initiative +14 (24)
HP 380 (46d8 + 173)
Speed 30 ft., fly 40 ft.
Mod Save
STR 16 +3 +3
DEX 22 +6 +6
CON 22 +6 +14
Mod Save
INT 30 +10 +18
WIS 26 +8 +16
CHA 24 +7 +7
Skills Arcana +22, History +20, Insight +12, Perception +12
Resistances Cold, Force
Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Gear Robe of the Archmagi, Staff of the Magi, Enduring Spellbook, Hat of Wizardry, Professor Orb
Senses Truesight 120 ft., Passive Perception 22
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elvish, Goblin, Infernal, Orc, Primordial, Sylvan, Undercommon
CR 26 (XP 90,000, or 105,000 in lair; PB +8)
Traits

Legendary Resistance (5/Day). If Solomon fails a saving throw, he can choose to succeed instead.

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

Turn Immunity. Solomon is immune to the effects of turn undead.

Rejuvenation. Solomon’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. He gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within his library.

Unbound Knowledge. Solomon has advantage on Intelligence saving throws and skill checks, as well as checks for History, Arcana, Nature, and Religion.

Spellcasting. Solomon is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Solomon has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, prestidigitation, mind sliver, dissolution

1st level (5 slots): magic missile, shield, detect magic, find familiar, burning hands.

2nd level (4 slots): blurflaming spherehold personmind spikeshatter.

3rd level (4 slots): counterspell, fireball, flydispel magiclightning boltslow.

4th level (4 slots): polymorphgreater invisibilityice stormwall of fire.

5th level (4 slots): cloudkillanimate objectscone of coldgeassynaptic static.

6th level (3 slot): chain lightningdisintegrateglobe of invulnerabilityeyebite.

7th level (3 slot): finger of death, crown of starsforcecageteleport.

8th level (2 slot): incendiary cloudcontrol weatherdominate monsterfeeblemind.

9th level (2 slot): wishmeteor swarmtime stop.

Actions

Chill Touch (Cantrip). Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target can’t regain hit points until the start of Solomon’s next turn. If the target is undead, it also has disadvantage on attack rolls against Solomon until the end of his next turn.

Multiattack. Solomon makes three attacks, using Arcane Burst or Paralyzing Touch in any combination.

Arcane Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 36 (4d12 + 10) Force damage.

Paralyzing Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Touch the Weave (recharge 6). Solomon prays to Mystra and rolls 1d6 and recovering that number of spell slots starting from lowest level and increasing as each level reaches max.

Reactions

Protective Magic. Solomon casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting without using a spellslot.

Legendary Actions

Solomon can take 4 legendary actions (5 in lair), 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. Solomon regains spent legendary actions at the start of her turn.

Cantrip. Solomon casts a cantrip.

Spell Cast (2 Actions). Solomon casts a spell.

Paralyzing Claw. Solomon uses his Paralyzing Claw.

Deathly Teleport. Solomon teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 11 (2d10) Necrotic damage.

Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from Solomon. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: Solomon can’t take this action again until the start of his next turn.

Frightening Gaze. Solomon casts Fear, using the same spellcasting ability as Spellcasting. Solomon can’t take this action again until the start of his next turn.

Description

Yelsew Solomon is a powerful wizard of legend haling from ages past. He is deeply dedicated to Mystra Goddess of Magic, and serves her reverently. In his past, he was a wizard of such incredible power that Mystra planned to promote him to the status of Demigod of Evocation magic. However, this plan was opposed by Velsharoon, God of Necromancy. At the time, three Gods served under Mystra, the neutral aligned Azuth and Savras, and the evil aligned Velsharoon. Because of this, Velsharoon opposed the ascension of the good aligned Solomon. In order to prevent his rise, Velsharoon cursed him with Lichdom, tainting Solomon's soul with undeath. Now Solomon actively seeks out an end to his curse in order to ascend to stand beside his beloved Goddess, but is unable to rid himself of his lichdom as Velsharoon has his Phylactery. While stuck on the material plane, to continue contributing to Mystra's domain of knowledge, Solomon runs a massive library open to the public in order to facilitate the spread of information.

Planar Librarian: Solomon has established and maintains the largest library in the material plane. The library not only serves as his lair, but also is capable of teleporting. If he is not actively researching within the library he can be found venturing the material plane, shadowfell, or feywild to gather new books and materials. 

Rivalry with a God: Solomon has a deep hatred for Velsharoon and is always seeking ways to get into his fortress to try and destroy his phylactery so he can ascend to godhood. This fact has made Velsharoon even more paranoid about keeping the phylactery safe in order to avoid the creation of a new godly rival. 

  • If your party has allied with Solomon this serves as a possible fun late game quest line.

Adventurer Extraordinaire: Before being cursed with Lichdom, Solomon was a prolific adventure and has many stories and treasures from his days as part of a party. He handsomely rewards those who assist him in caring for his library or retrieving new research materials. 

  • For the sake of RP, Solomon should be treated with the same air that you would a veteran level 20 wizard.

Arcane Vision: Solomon has hundreds to thousands of years of experience as a spellcaster and is, among humanoids, unmatched in arcane might, but his constant focus on the weave and its use has caused him to be somewhat oblivious to the material realm around him.

Lair and Lair Actions

Solomon's lair is The Multiplanar Library, The greatest collection of knowledge in the Material Plane. He is not its only inhabitant as it is constantly filled with visitors seeking knowledge as well as his employees. Working under Solomon is a community of Cyclopian Wizards as well as the Assistant Archivist, a Warforged monk named Keeper. The library should be seen as an indispensable resource for any adventuring party seeking information on a future destination or enemy.

Lair Actions

 On Initiative count 20 (losing initiative ties), Solomon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Solomon rolls a d8 and regains a 3 spell slots of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
  • Solomon summons three Paper Dragons. Three books fly from the shelves before unfolding into Paper Dragons which assist Solomon in battle. 
  • Solomon changes the room by summoning bookshelves which can split up enemies or box them in. If a book shelf appears from above or below an enemy, they must make a Dexterity Saving Throw: DC 20 or take Hit: 28 (4d8+10) bludgeoning damage and be tossed 10 ft. to either side.

Monster Tags: undeadEpic Monster

Treasure:  Arcana

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