Elder Theron: Difference between revisions
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* **Gate in Warforged.** Elder Theron magically summons a Warforged Soldier to an unoccupied space he can see within his lair. The soldier acts immediately on its own turn, then returns to its home plane after 1 minute. | * **Gate in Warforged.** Elder Theron magically summons a Warforged Soldier to an unoccupied space he can see within his lair. The soldier acts immediately on its own turn, then returns to its home plane after 1 minute. | ||
* **Warp Reality.** Elder Theron twists the reality within his lair. A creature he can see within 60 feet must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and can't take reactions until the start of its next turn. | * **Warp Reality.** Elder Theron twists the reality within his lair. A creature he can see within 60 feet must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and can't take reactions until the start of its next turn. | ||
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=== Special Equipment === | |||
***The Grimoire of Broken Souls.*** A worn and ancient book bound in what feels like petrified hide. It contains his known spells, along with arcane schematics and forbidden rituals for binding fragments of souls into constructs. | |||
***Staff of Ethereal Command.*** His staff of twisted wood is a magical conduit. When he commands his warforged, the staff's wood grain glows with faint, purplish light, seeming to ripple with psychic energy. | |||
***Ring of Mind Shielding.*** A simple, unadorned silver band. This item prevents anyone from reading his thoughts or scrying his location, reflecting his reclusive and secretive nature. | |||
***Amulet of Arcane Resonance.*** A smooth, black obsidian stone on a leather cord. It hums with latent power, acting as a potent spell focus that can amplify his magical abilities, but it feels cold to the touch. | |||
***The Master Key.*** A strange, crystalline key that shimmers with internal light and changes color slightly with his mood. It is the key to his secret library, and it's also a magical component for his most powerful creations. | |||
***Vials of Star-Forged Essence.*** Small glass vials containing a shimmering, silver liquid that glows faintly. This rare, purified fluid is a core component used to give his warforged sentience and a soul-like essence. | |||
***Worn Calligraphy Set.*** A set of well-used quills and brushes, along with several bottles of exotic, multicolored inks. He uses these to transcribe ancient lore and update his grimoire. | |||
}} | }} |
Latest revision as of 01:39, 24 August 2025
- Session 131 Prep (← links | edit)
- Oakhaven (← links | edit)
- Session 132 Prep (← links | edit)
- Session 133 The Sage, the Suitor, and the Smashed Blacksmith (← links | edit)
- Session 134 Prep (transclusion) (← links | edit)
Elder TheronMedium humanoid (human), Neutral Evil Armor Class 16 (natural armor) STR 11 (0) DEX 13 (1) CON 14 (2) INT 18 (4) WIS 15 (2) CHA 13 (1) Saving Throws Con +5, Int +7
Cantrips (at will): *fire bolt, light, mage hand, prestidigitation* 1st level (4 slots): *detect magic, mage armor, magic missile, shield* 2nd level (3 slots): *invisibility, misty step* 3rd level (3 slots): *counterspell, fireball* 4th level (1 slot): *polymorph*
Actions[edit source]
Roleplaying NotesTheron is a reclusive sage who roams the land, searching for ancient lore and lost knowledge. He speaks in riddles and cryptic phrases, often pausing for long periods of silence, creating an air of detached wisdom and sorrow. His detachment is a form of self-preservation due to his indentured status, a bond tied to ancient lore and the fate of Oakhaven. Theron is a powerful ally, but his cryptic nature makes him difficult to understand. His knowledge of ancient prophecies may be the key to breaking the servitude that binds the village. He carries a worn grimoire, a staff of twisted wood, and a collection of rare herbs and crystals. He also has a hidden key to a secret library. Lair Actions On initiative count 20 (losing initiative ties), Elder Theron can take one of the following lair actions; he can’t use the same lair action two rounds in a row:
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