Cantrips (at will): fire bolt, mage hand, prestidigitation
1st level (4 slots): cause fear, mage armor, ray of sickness, shield
2nd level (3 slots): misty step, invisibility,
3rd level (2 slots): counterspell, vampiric touch
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Misty Step (1/Day). Arthindol casts Misty Step, using the same spellcasting ability as Spellcasting.
Protective Magic (1/Day). Arthindol casts Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Fake target:
Arthindol creates two illusions of himself that can be up to 10 ft. from his original position. As he does that he can chose to switch places with one of them. The illusions look exactly like him and mimic all of his movements. When casting a spell, he can choose which illusion (or he) will perform the spell. The illusions disappear after the real Arthindol is hit by an attack. (1/day)
Lair and Lair Actions
Arthindols lair is a tomb, where he resides to protect the cool magical artifacts. There are lots of bones.
Lair actions activate on intiative turn 20
Bone grab:
The bones around their feet come to life and try to grab them. DC 14 acrobatics check, if they fail - restrained until the end of their next turn.
Rise!!!:
Arthindol commands the bones around him to form new life forms. He creates one skeleton.
Sticky goo:
Roll precentage dice, on a roll of 50+ this takes efect: Unfortunetly, you steped in a mysterious goo. Your speed decreases by 10 ft. until the end of your next turn.
Gas leak:
Poisonous gas leaks from the depths of the tomb. Everyone must make DC10 constitution save or they can not heal this round.
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