Remove these ads. Join the Worldbuilders Guild

Number 20: Evindal Keygolor

Medium Aasimar (Scourge), Elf (High) , Chaotic Neutral

Armor Class 18
Hit Points 360 (20d8+40 and 20d6+40)
Speed 40ft

STR
14 +2
DEX
22 +6
CON
14 +2
INT
19 +4
WIS
16 +3
CHA
16 +3

Saving Throws Strength (+11), Dexterity (+12), Constitution (+10), Wisdom (+9)
Skills Acrobatics (+12), Arcana (+10), Insight (+9), Performance (+9), Deception (+9)
Damage Resistances necrotic, radiant
Senses Darkvision 60 feet, Passive Perception 18
Languages Common, Celestial, Elvish
Challenge 20 (25,000 XP)



Evindal is a 20th level wizard. His spell casting ability is intelligence (DC 18 +10 to hit with spell attacks). He knows the following spells

Cantrips (at will): Chill Touch, Dancing Lights, Friends, Light, Minor Illusion (can create both sound and image), Ray of Frost

1st level (4 slots): Detect Magic, Illusory Script, Silent Image

2nd level (3 slots): Darkness, Invisibility, Magic Mouth, Mirror Image, See Invisibility

3rd level (3 slots): Bestow Curse, Counterspell, Dispel Magic, Glyph of Warding, Haste, Major Image, Nondetection, Vampiric Touch

4th level (3 slots): Confusion, Hallucinatory Terrain

5th level (3 slots): Creation, Mislead, Passwall, Wall of Force

6th level (2 slots): Programmed Illusion

7th level (2 slots): Mirage Arcane, Project Image

8th level (1 slot): Antimagic Field, Feeble Mind

9th level (1 slot): Psychic Scream, Time Stop

At will: Shield, Misty Step

1/day: Bestow Curse, Counterspell


Alert, Mage Slayer, Mobile, Observant, War Caster


Actions

Multi Attack: Evindal makes four Unarmed Strikes or card attacks, or if he casts Vampiric Touch, he can make four of those attacks.

 

Unarmed Strike: Melee Weapon Attack: +12 to hit, reach 5 feet, one creature. Hit: 2d12+6 bludgeoning damage.

 

Card: Melee or Ranged Weapon Attack: +12 to hit, reach 5 feet or range 60 feet. Hit: 4d8+6 slashing damage.

 

Clone: Evindal creates up to ten clones of himself. These clones are the same as him except there hit point maximum is half of his and they can only make two attacks. There can only be up to ten clones at a time. When a clone is reduced to 0 hit points, it disappears into a puff of smoke.

 

Switch Places (Recharge 5-6): Evindal and one of his clones switch places.


 

Legendary Actions

Evindal can take 3 legendary actions, choosing from the options below. Only one legendary actioncan be used at a time and only at the end of another creature's turn. Evindal regains spent legendary actions at the start of his turn.

Cantrip: Evindal casts a cantrip.

Reaction (Costs 2 Actions): Evindal can make another reaction on any turn after this legendary action is used. If Evindal has not used this reaction by the start of his turn, the reaction is lost.

Gaze of Fear (Costs 2 Actions): Evindal fixes his gaze on one creature he can see within 30 feet of him. The target must make a DC 18 wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lair Actions

On an initiative count of 20 (losing ties), Evindal can take a lair action to cause one of the following effects. Evindal can't use the same effect two rounds in a row.

Evindal rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.

Evindal teleports one creature up to 80 feet. This creature can be himself.

Evindal causes one hole in the lair to open or close.

Evindal chooses a room within the lair that is no larger than 100 feet in any dimension. The direction of the pull of gravity is changed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Evindal, and any creature he chooses, can ignore this effect if they are in the room. Creatures don't take damage from falling because of this effect.


Created by

Penlord.

Statblock Type

NPC

Link/Embed