Elminster the Sage

Elminster 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 anot

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Elminster the Sage

Medium humanoid (human), chaotic good

Elminster 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. Elminster regains spent legendary actions at the start of his turn. Cast a Spell. Elminster casts one of his at will spells. Move. Elminster moves up to his speed without provoking opportunity attacks . “ Ho there wanderers! Stay thy course a while to indulge an old man. ” —Elminster meeting adventurers.

Armor Class 16 (19 with mage armor )

Hit Points 275 (29d8 + 145)

Speed 30 ft.

STR
13 (+1)
DEX
18 (+4)
CON
20 (+5)
INT
24 (+7)
WIS
18 (+4)
CHA
17 (+3)

Saving Throws Dex +11, Con +12, Int +14, Wis +11

Skills Arcana +21, Deception +10, History +14, Insight +11, Perception +11, Persuasion +10

Damage Vulnerabilities

Damage Resistances

Damage Immunities poison

Condition Immunities poisoned

Senses passive Perception 21

Languages Common, Draconic, Dwarvish, Elvish, Giant, Sylvan

Challenge 23 (50.000 XP)

No special abilities.

Actions

Thundering Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Elminster the Sage (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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