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 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.
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)
Actions
Reactions
Legendary Actions
⚠️ 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.
Formatted by BubblyBards.