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<blockquote data-quote="dave2008" data-source="post: 8083450" data-attributes="member: 83242"><p>[ATTACH=full]141393[/ATTACH]</p><p><a href="https://www.deviantart.com/lucy-lisett/art/Merlin-the-court-wizard-622420764" target="_blank">Merlin the Court Wizard</a> by Lucy-Lisett</p><p></p><p><strong><span style="font-size: 22px">Merlin</span></strong></p><p><em>Medium fiend (cambion), neutral</em></p><p><img src="https://www.enworld.org/attachments/1599533424207-png.125832/" alt="1599533424207.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 22 (bracers of defense, staff of merlin)</p><p><strong>Hit Points</strong> 232 (29d8 + 116; bloodied 116)</p><p><strong>Speed</strong> 30 ft.</p><p><img src="https://www.enworld.org/attachments/1599533425550-png.125833/" alt="1599533425550.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>15 (+2)</td><td>18 (+4)</td><td>18 (+4)</td><td>26 (+7)</td><td>24 (+7)</td><td>16 (+3)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599533426853-png.125834/" alt="1599533426853.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Savings Throws</strong> Str + 11, Dex +7, Con +13, Int +16, Wis +10, Cha +12</p><p><strong>Skills</strong> Arcana +20, Deception +8, History +13, Insight +13, Perception +13, Persuasion +8</p><p><strong>Damage Resistances </strong>cold, fire, lightning; bludgeoning, piercing, and slashing that is nonmagical</p><p><strong>Damage immunities </strong>poison</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 23</p><p><strong>Languages</strong> Abyssal, Common, Elvish, Infernal, Sylvan</p><p><strong>Challenge </strong>20 (25,000 XP) <strong>Proficiency Bonus</strong> +6</p><p><img src="https://www.enworld.org/attachments/1599533428285-png.125835/" alt="1599533428285.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Boon of Spell Recall (1/day).</em></strong> Merlin can cast one spell he knows without expending a spell slot.</p><p></p><p><strong><em>Fiendish Blessing.</em></strong> Merlin includes his Charisma bonus in his AC.</p><p></p><p><strong><em>Land Stride.</em></strong> Moving through nonmagical difficult terrain costs Merlin no extra Movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.</p><p></p><p>In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.</p><p></p><p><strong><em>Immortal.</em></strong> Merlin does not age and he is immune to any effect that would age him, and he cannot die from old age.</p><p></p><p><strong><em>Nature’s Ward. </em></strong>Merlin can’t be Charmed or Frightened by elementals or fey, and is immune to poison and disease.</p><p></p><p><strong><em>Portent (1/day). </em></strong>Roll three d20s. Once per turn Merlin can replace any attack roll, saving throw, or ability check he or a creature he can see makes with one of these rolls. He must choose to do so before the roll is made.</p><p></p><p><strong><em>Boon of Spell Mastery.</em></strong> Merlin can cast Shield without expending a spell slot.</p><p></p><p><strong><em>Spell Sniper. </em></strong>When Merlin cast a spell that requires an attack roll the spell’s range is doubled and the attacks ignore half and three-quarters cover.</p><p></p><p><strong><em>War Caster. </em></strong>Merlin has advantage on saving throws to maintain concentration on a spell when he takes damage. In addition, he can use his reaction when a creature provokes and opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.</p><p></p><p><u><strong>ACTIONS</strong></u></p><p><strong><em>Staff of Merlin.</em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (1d8 + 7) bludgeoning damage.</p><p></p><p><strong><em>Fiendish Charm.</em></strong> One humanoid Merlin can see within 30 ft. of him must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Merlin’s spoken commands. If the target suffers any harm from Merlin or another creature or receives a suicidal command from Merlin, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Merlin’s Fiendish Charm for the next 24 hours.</p><p></p><p><strong><em>The Third Eye (1/rest). </em></strong>Merlin increases his powers of perception. Until he is incapacitated or takes a rest have can either one of the following abilities:</p><ul> <li data-xf-list-type="ul"><strong><em>Ethreal Sight. </em></strong> He can see into the Ethreal Plane within 60 feet of himself.</li> <li data-xf-list-type="ul"><strong><em>Greater Comprehension</em></strong>. He can read any language.</li> <li data-xf-list-type="ul"><strong><em>See Invisibility.</em></strong> He can see invisible creatures and objects within 10 feet of him and in his line of sight.</li> </ul><p><strong><em>Wild Shape.</em></strong> Merlin can assume the shape of a CR 1or lower beast for up to 7 hours as in the Druid feature Wild Shape.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> Merlin’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with attack spells). Merlin can innately cast the following spells, requiring no material components<em>:</em></p><p></p><p>3/day:<em> alter self, command, detect magic</em></p><p>1/day each: <em>plane shift (self only)</em></p><p></p><p><strong><em>Spellcasting.</em></strong> Merlin is a 15th-level wizard and 14th-level druid. His spellcasting ability is Intelligence for wizard spells and Wisdom for druid spells (spell save DC 21, +13 to hit with spell attacks). Merlin typically has the following spells prepared:</p><p></p><p>Cantrips (at will): <em>druidcraft, guidance, mage hand, mending, poison spray, shocking grasp</em></p><p>1st level (4 slots):<em> fog cloud, healing word, magic missile, shield, speak with animals</em></p><p>2nd level (3 slots):<em> detect thoughts, heat metal, pass without trace, scorching ray</em></p><p>3rd level (3 slots):<em> call lightning, counterspell, lightning bolt, plant growth, protection from energy</em></p><p>4th level (3 slots):<em> dimension door, divination, dominate beast, stoneskin</em></p><p>5th level (2 slots):<em> scrying, tree stride, wall of force</em></p><p>6th level (1 slots):<em> disintigrate, heal, trueseeing, wall of thorns</em></p><p>7th level (1 slots):<em> delayed blast fireball, mirage arcane, teleport</em></p><p>8th level (1 slot):<em> dominate monster, sunburst</em></p><p></p><p><u><strong>BONUS ACTIONS</strong></u></p><p><strong>Boon of Quick Casting.</strong> Merlin can cast lightning bolt, at 3rd level if he has a spell slot available.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong>Shield.</strong> If Merlin has spell slot available and is targeted by an attack that would hit him, or the <em>magic missile</em> spell, until the start of his next turn he gains a +5 bonus to his AC, including the triggering attack, and takes no damage from the spell <em>magic missile</em>.</p><p></p><p>---</p><p></p><p><strong><u>EQUIPMENT</u></strong></p><p><strong></strong></p><p><strong>Bracers of Defense. </strong></p><p><em>Wondrous Item (requires attunement)</em></p><p></p><p>While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.</p><p></p><p><strong>Staff of Merlin. </strong></p><p><em>Staff, artifact (requires attunement by a 10th level wizard/ 10th level druid)</em></p><p></p><p>This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it you gain a +3 bonus to Armor Class, saving throws, spell save DC and attack rolls.</p><p></p><p>The staff has 30 charges for the following properties. The staff regains 2d10+4 expended charges daily at dawn.</p><p></p><p><strong><em>Empowered Strike</em></strong>. When you hit with a melee attack using this staff, you can expend 1 or more charges to deal an additional 1d8 thunder damage per charge spent.</p><p></p><p><strong><em>Spells.</em></strong> While holding this staff, you can use a bonus action to cast on of the following spells: <em>Produce Flame, Thorn Whip, Long Strider</em> (1 charge), <em>Jump </em>(1 charge), <em>Thunderwave</em> (1 charge), <em>Dispel Magic</em> (3 charges), <em>Blight </em>(4 charges), <em>Wall of Stone </em>(5 charges), <em>Find the Path </em>(6 charges), <em>Regenerate</em> (7 charges), <em>Control Weather </em>(8 charges), <em>Foresight</em> (9 charges)</p><p></p><p>---</p><p></p><p><u><strong>Epic Boons</strong></u></p><p>Boon of Immortality</p><p>Boon of Quick Casting</p><p>Boon of Spell Recall</p></blockquote><p></p>
[QUOTE="dave2008, post: 8083450, member: 83242"] [ATTACH type="full" alt="1627554656891.png"]141393[/ATTACH] [URL='https://www.deviantart.com/lucy-lisett/art/Merlin-the-court-wizard-622420764']Merlin the Court Wizard[/URL] by Lucy-Lisett [B][SIZE=6]Merlin[/SIZE][/B] [I]Medium fiend (cambion), neutral[/I] [IMG alt="1599533424207.png"]https://www.enworld.org/attachments/1599533424207-png.125832/[/IMG] [B]Armor Class[/B] 22 (bracers of defense, staff of merlin) [B]Hit Points[/B] 232 (29d8 + 116; bloodied 116) [B]Speed[/B] 30 ft. [IMG alt="1599533425550.png"]https://www.enworld.org/attachments/1599533425550-png.125833/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]15 (+2)[/TD] [TD]18 (+4)[/TD] [TD]18 (+4)[/TD] [TD]26 (+7)[/TD] [TD]24 (+7)[/TD] [TD]16 (+3)[/TD] [/TR] [/TABLE] [IMG alt="1599533426853.png"]https://www.enworld.org/attachments/1599533426853-png.125834/[/IMG] [B]Savings Throws[/B] Str + 11, Dex +7, Con +13, Int +16, Wis +10, Cha +12 [B]Skills[/B] Arcana +20, Deception +8, History +13, Insight +13, Perception +13, Persuasion +8 [B]Damage Resistances [/B]cold, fire, lightning; bludgeoning, piercing, and slashing that is nonmagical [B]Damage immunities [/B]poison [B]Senses[/B] darkvision 60 ft., passive Perception 23 [B]Languages[/B] Abyssal, Common, Elvish, Infernal, Sylvan [B]Challenge [/B]20 (25,000 XP) [B]Proficiency Bonus[/B] +6 [IMG alt="1599533428285.png"]https://www.enworld.org/attachments/1599533428285-png.125835/[/IMG] [B][I]Boon of Spell Recall (1/day).[/I][/B] Merlin can cast one spell he knows without expending a spell slot. [B][I]Fiendish Blessing.[/I][/B] Merlin includes his Charisma bonus in his AC. [B][I]Land Stride.[/I][/B] Moving through nonmagical difficult terrain costs Merlin no extra Movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell. [B][I]Immortal.[/I][/B] Merlin does not age and he is immune to any effect that would age him, and he cannot die from old age. [B][I]Nature’s Ward. [/I][/B]Merlin can’t be Charmed or Frightened by elementals or fey, and is immune to poison and disease. [B][I]Portent (1/day). [/I][/B]Roll three d20s. Once per turn Merlin can replace any attack roll, saving throw, or ability check he or a creature he can see makes with one of these rolls. He must choose to do so before the roll is made. [B][I]Boon of Spell Mastery.[/I][/B] Merlin can cast Shield without expending a spell slot. [B][I]Spell Sniper. [/I][/B]When Merlin cast a spell that requires an attack roll the spell’s range is doubled and the attacks ignore half and three-quarters cover. [B][I]War Caster. [/I][/B]Merlin has advantage on saving throws to maintain concentration on a spell when he takes damage. In addition, he can use his reaction when a creature provokes and opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature. [U][B]ACTIONS[/B][/U] [B][I]Staff of Merlin.[/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 5 ft., one target. [I]Hit:[/I] 11 (1d8 + 7) bludgeoning damage. [B][I]Fiendish Charm.[/I][/B] One humanoid Merlin can see within 30 ft. of him must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Merlin’s spoken commands. If the target suffers any harm from Merlin or another creature or receives a suicidal command from Merlin, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Merlin’s Fiendish Charm for the next 24 hours. [B][I]The Third Eye (1/rest). [/I][/B]Merlin increases his powers of perception. Until he is incapacitated or takes a rest have can either one of the following abilities: [LIST] [*][B][I]Ethreal Sight. [/I][/B] He can see into the Ethreal Plane within 60 feet of himself. [*][B][I]Greater Comprehension[/I][/B]. He can read any language. [*][B][I]See Invisibility.[/I][/B] He can see invisible creatures and objects within 10 feet of him and in his line of sight. [/LIST] [B][I]Wild Shape.[/I][/B] Merlin can assume the shape of a CR 1or lower beast for up to 7 hours as in the Druid feature Wild Shape. [B][I]Innate Spellcasting.[/I][/B] Merlin’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with attack spells). Merlin can innately cast the following spells, requiring no material components[I]:[/I] 3/day:[I] alter self, command, detect magic[/I] 1/day each: [I]plane shift (self only)[/I] [B][I]Spellcasting.[/I][/B] Merlin is a 15th-level wizard and 14th-level druid. His spellcasting ability is Intelligence for wizard spells and Wisdom for druid spells (spell save DC 21, +13 to hit with spell attacks). Merlin typically has the following spells prepared: Cantrips (at will): [I]druidcraft, guidance, mage hand, mending, poison spray, shocking grasp[/I] 1st level (4 slots):[I] fog cloud, healing word, magic missile, shield, speak with animals[/I] 2nd level (3 slots):[I] detect thoughts, heat metal, pass without trace, scorching ray[/I] 3rd level (3 slots):[I] call lightning, counterspell, lightning bolt, plant growth, protection from energy[/I] 4th level (3 slots):[I] dimension door, divination, dominate beast, stoneskin[/I] 5th level (2 slots):[I] scrying, tree stride, wall of force[/I] 6th level (1 slots):[I] disintigrate, heal, trueseeing, wall of thorns[/I] 7th level (1 slots):[I] delayed blast fireball, mirage arcane, teleport[/I] 8th level (1 slot):[I] dominate monster, sunburst[/I] [U][B]BONUS ACTIONS[/B][/U] [B]Boon of Quick Casting.[/B] Merlin can cast lightning bolt, at 3rd level if he has a spell slot available. [B][U]REACTIONS[/U] Shield.[/B] If Merlin has spell slot available and is targeted by an attack that would hit him, or the [I]magic missile[/I] spell, until the start of his next turn he gains a +5 bonus to his AC, including the triggering attack, and takes no damage from the spell [I]magic missile[/I]. --- [B][U]EQUIPMENT[/U] Bracers of Defense. [/B] [I]Wondrous Item (requires attunement)[/I] While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. [B]Staff of Merlin. [/B] [I]Staff, artifact (requires attunement by a 10th level wizard/ 10th level druid)[/I] This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it you gain a +3 bonus to Armor Class, saving throws, spell save DC and attack rolls. The staff has 30 charges for the following properties. The staff regains 2d10+4 expended charges daily at dawn. [B][I]Empowered Strike[/I][/B]. When you hit with a melee attack using this staff, you can expend 1 or more charges to deal an additional 1d8 thunder damage per charge spent. [B][I]Spells.[/I][/B] While holding this staff, you can use a bonus action to cast on of the following spells: [I]Produce Flame, Thorn Whip, Long Strider[/I] (1 charge), [I]Jump [/I](1 charge), [I]Thunderwave[/I] (1 charge), [I]Dispel Magic[/I] (3 charges), [I]Blight [/I](4 charges), [I]Wall of Stone [/I](5 charges), [I]Find the Path [/I](6 charges), [I]Regenerate[/I] (7 charges), [I]Control Weather [/I](8 charges), [I]Foresight[/I] (9 charges) --- [U][B]Epic Boons[/B][/U] Boon of Immortality Boon of Quick Casting Boon of Spell Recall [/QUOTE]
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