Zardnaar
Legend
This NPC is a 5E update of a 2E Fighter/Mage (level 20/18) from my world and it is based off the EN5isder Arcane Blademaster in terms of stats. I added racial abilities and equipment. This is just ballpark figures as the +_3 longsword for example will be some sort of special weapon that is +3 I just wanted the math in the right places. I am not happy with the Darzi racial abilities atm and I think they need more work and curious what people think of Vishnaar. I could optimise the spell list a bit more (foresight, greater invisibility) but I do not want a uber powerful NPC just a powerful one.
Please no advice or mentions of a katana though they are banned in our games and banned twice in 2E.
Vishnaar Lord of Chaos
XP 25,000 CR 20 Medium humanoid (any race), Chaotic Neutral
Initiative: +1 AC: 22 (plate and shield)
hp: 256 (27d8 + 135) Saving Throws: Con +12, Int +12, Wis +9
Speed: 30 ft.
Multiattack: The arcane blademaster makes four attacks.
Melee Attack—Longsword: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 10) slashing damage.
Ranged Attack—Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
STATISTICS Str 20 (+5) Dex 12 (+1) Con 20 (+5) Int 22 (+6) Wis 16 (+2) Cha 12 (+1)
Languages: Abyssal, Draconic, Common, Darzi, Elven, Infernal,
Skills: Arcana +11, Athletics +11, Perception +9
Senses: passive Perception 19, darkvision
Future Sight. Vishnaar has a minor ability to see into the future and divine the correct response. You gain advantage on any attack roll, skill check or saving throw. You regain the ability to do so when you finish a short or long rest.
TRAITS
Blade Channeling: Once per turn when Vishnaar hits a target with a melee weapon attack, he can cast a cantrip which requires a spell attack roll against the target. This spell attack automatically hits.
Improved War Magic: When Vishnaar uses an action to cast a spell, he may make one weapon attack as a bonus action.
Magic Resistance: Vishnaar has advantage on saving throws against spells and other magical effects. Magic Weapons: The blademaster’s weapon attacks are magical.
Steel Focus: Vishnaar has advantage on Constitution saving throws made to maintain concentration on spells.
Superior Heavy Armor Master: While wearing heavy armor, Vishnaar reduces any bludgeoning, piercing, or slashing damage taken from nonmagical weapons by 5.
Spellcasting: Vishnaar is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +11 to hit with spell attacks). Vishnaar has the following wizard spells prepared:
Cantrips (at-will): acid splash, blade ward, fire bolt, shocking grasp, true strike
1st level (4 slots): burning hands, charm person, magic missile, sleep
2nd level (3 slots): magic weapon, misty step, see invisibility
3rd level (3 slots): dispel magic, fireball, fly, lightning bolt, tongues
4th level (3 slots): fire shield, stoneskin, wall of fire
5th level (3 slots): cone of cold, conjure elemental, hold monster, telekinesis
6th level (2 slots): globe of invulnerability, sunbeam
7th level (2 slots): prismatic spray, teleport
8th level(1 slot): power word stun
9th level (1 slot): meteor swarm
Equipment. Full Plate +1, +1 Ring of Protection, +3 Longsword, 2 potions of supreme healing, ring of mind shielding,
Please no advice or mentions of a katana though they are banned in our games and banned twice in 2E.
Vishnaar Lord of Chaos
XP 25,000 CR 20 Medium humanoid (any race), Chaotic Neutral
Initiative: +1 AC: 22 (plate and shield)
hp: 256 (27d8 + 135) Saving Throws: Con +12, Int +12, Wis +9
Speed: 30 ft.
Multiattack: The arcane blademaster makes four attacks.
Melee Attack—Longsword: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 10) slashing damage.
Ranged Attack—Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
STATISTICS Str 20 (+5) Dex 12 (+1) Con 20 (+5) Int 22 (+6) Wis 16 (+2) Cha 12 (+1)
Languages: Abyssal, Draconic, Common, Darzi, Elven, Infernal,
Skills: Arcana +11, Athletics +11, Perception +9
Senses: passive Perception 19, darkvision
Future Sight. Vishnaar has a minor ability to see into the future and divine the correct response. You gain advantage on any attack roll, skill check or saving throw. You regain the ability to do so when you finish a short or long rest.
TRAITS
Blade Channeling: Once per turn when Vishnaar hits a target with a melee weapon attack, he can cast a cantrip which requires a spell attack roll against the target. This spell attack automatically hits.
Improved War Magic: When Vishnaar uses an action to cast a spell, he may make one weapon attack as a bonus action.
Magic Resistance: Vishnaar has advantage on saving throws against spells and other magical effects. Magic Weapons: The blademaster’s weapon attacks are magical.
Steel Focus: Vishnaar has advantage on Constitution saving throws made to maintain concentration on spells.
Superior Heavy Armor Master: While wearing heavy armor, Vishnaar reduces any bludgeoning, piercing, or slashing damage taken from nonmagical weapons by 5.
Spellcasting: Vishnaar is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +11 to hit with spell attacks). Vishnaar has the following wizard spells prepared:
Cantrips (at-will): acid splash, blade ward, fire bolt, shocking grasp, true strike
1st level (4 slots): burning hands, charm person, magic missile, sleep
2nd level (3 slots): magic weapon, misty step, see invisibility
3rd level (3 slots): dispel magic, fireball, fly, lightning bolt, tongues
4th level (3 slots): fire shield, stoneskin, wall of fire
5th level (3 slots): cone of cold, conjure elemental, hold monster, telekinesis
6th level (2 slots): globe of invulnerability, sunbeam
7th level (2 slots): prismatic spray, teleport
8th level(1 slot): power word stun
9th level (1 slot): meteor swarm
Equipment. Full Plate +1, +1 Ring of Protection, +3 Longsword, 2 potions of supreme healing, ring of mind shielding,
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