AC 18 (
mage armor
,
ring of protection
,
staff of power
)
HP 137 (25d8+25; bloodied 68)
Speed 30 ft.
Proficiency +6; Maneuver DC 16
Saving Throws Str +3, Dex +5, Con +4, Int +14, Wis +13, Cha +3
Skills Arcana +11, History +11, Insight +10, Investigation +11
Damage Resistances fire
Senses passive Investigation 26, passive Perception 19
Languages Druidic, Infernal, Olde English, Sylvan
Ageless. Merlin does not age, cannot suffer from frailty of old age, die from old age, or be aged magically.
Arcane Recovery (1/day). When Merlin finishes a short rest , he can choose to recover expended spell slots of a combined level that is equal to or less than 9th-level (although no single recovered spell may be higher than 6th-level).
Augmented Summoning. When Merlin conjures a fey or beast, the creature gains 2 hit points per Hit Die, and damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Change Shape. Merlin magically polymorphs into a beast that has a challenge rating of 6 or less, or back into his true form. Merlin reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Merlin’s choice).
In a new form, Merlin retains his hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any legendary
actions of that form.
Improved Figmentation. Merlin is able to simultaneously create a sound and image when he casts minor illusion .
Infernal Legacy. Merlin can cast hellish rebuke as a 2nd-level spell (DC 16), and he can cast darkness . These spells use Charisma for his spellcasting ability and once Merlin has cast one of them, he cannot cast it again until he finishes a long rest .
Instant Mirroring (1/ short rest ). Merlin can use his reaction when he is attacked by a creature to create an illusory duplicate of himself. The creature attacks this illusion, causing it to dissipate, and the attack misses Merlin.
Malleable Figments. Merlin can use an action to to alter his own illusion spells so long as the spell has a duration of at least 1 minute.
Spellcasting
. Merlin is a 20th-level spellcaster that uses either Intelligence or WisdomD as his spellcasting ability (spell save DC 19 or DC 28; 13 or 12 to hit with spell attacks). Merlin has the following spells prepared from the wizard and druidD spell lists, although it is rumored that he’s gathered the formula for all arcane magic in his countless tomes:
Cantrips:
acid splash
,
fire bolt
,
mage hand
,
minor illusion
,
prestidigitation
,
ray of frost
,
druidcraft
D,
guidance
D,
mending
D,
thaumaturgy
1st-level (4 slots):
detect magic
,
mage armor
,
magic missile
,
shield
,
cure wounds
D,
thunderwave
D
2nd-level (3 slots):
arcane lock
,
locate object
,
animal messenger
D,
enhance ability
D,
pass without trace
D,
spike growth
D
3rd-level (3 slots):
counterspell
,
dispel magic
,
fireball
,
lightning bolt
,
major image
,
protection from energy
;
conjure animals
D,
meld into stone
D,
speak with plants
D
4th-level (3 slots):
confusion
,
dimension door
,
stoneskin
,
freedom of movement
D,
hallucinatory terrain
D,
wall of fire
D
5th-level (3 slots):
hold monster
,
scrying
,
telekinesis
6th-level (3 slots):
true seeing
7th-level (3 slots):
teleport
8th-level (3 slot):
power word stun
9th-level (2 slot):
foresight
Woodstongue. Merlin can be understood by beasts, and he is able to understand their grunts and pantomime.
SPECIAL TRAITS
Brilliant. Merlin always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.
Perceptive. Merlin is able to read lips.
War Magic. Merlin has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting.
Reflexive Spell. Merlin can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.
ACTIONS
Staff of Power (20 charges). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) magical bludgeoning damage. On a hit, Merlin can expend 1 charge to deal an extra 1d6 force damage to the target.
Merlin can use an action to expend 1 or more of its charges to cast one of the following spells from it (spell save DC 19, +13 to hit with spell attacks): cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. Merlin can use an action to break the staff of power , releasing its remaining magic in an explosion that fills a 30-foot-radius sphere centered on it. There’s a 50% chance Merlin instantly travels to a random plane (avoiding the explosion) otherwise he takes force damage equal to 16 × the number of charges in the staff.
Every other creature in the area must make a DC 17 Dexterity saving throw . On a failed save, a creature takes an amount of force damage based on how far away it is from the point of origin (8x charges if within 10 ft., 6x charges if within 10 ft.–20 ft., 4x charges if within 20 ft.–30 ft.). On a successful save, a creature takes half as much damage.
BONUS ACTIONS
Owl Spirit (1/ short rest ). Merlin can use a bonus action to conjure an incorporeal owl at a point he can see within 60 feet. He can also use a bonus action to move the owl up to 60 feet to a point he can see. The owl remains for 1 minute or until Merlin is incapacitated . You and your companions have advantage on Wisdom (Perception) checks while within 30 feet of the owl, and when a creature within 30 feet of the owl makes an attack roll Merlin can use his reaction to grant advantage to the creature’s attack roll.
In some legends, the wizard Merlin collected the thirteen treasures of the Island of Britain, and was buried with them. In others, they are stored, waiting Arthur’s return.
Throughout the middle of the second millenium Welsh myths include Thirteen Treasures of the Island of Britain, and although some of them may change depending on the text in question, there are always thirteen. These particular treasures are similar to magic items from the core rules.
Dyrnwyn, the Sword of Rhydderch Hael (rare).
This longsword
flame tongue
only alights when wielded by you if you are worthy or of noble birth (and after finding this out none would willingly use Dyrnwyn the Generous’ blade).
Horn of Brân Galed (common).
As it was owned by a stingy northern nobleman (transformed into a superior human by the bard Taliesin), despite its remarkable quality (“whatever drink might be wished for was found in it”), this horn (which functions as a
flask of inebriation
) was rarely shared.
Chariot of Morgan Mwynfawr (very rare).
While you are driving this magical vehicle, you can choose for it to rapidly transport you and your occupants to whatever destination you wish to go (as a
helm of teleportation
).
Mantle of Arthur in Cornwall (legendary; requires attunement).
While you wear this mantle over your head, you become invisible (as a
ring of invisibility
).
Mantle of Tegau Gold-Breast (uncommon; requires attunement by a virtuous adventurer).
This
cloak of protection
was once worn by a Welsh heroine.
Stone and Ring of Eluned the Fortune (legendary; requires attunement).
Merlin once carried this
ring of invisibility
.
HAMPER OF GWYDDNO GARANHIR & KNIFE OF LLAWFRODEDD THE HORSEMAN
Wondrous items, very rare (cost 4,000 gp)
Crafting Components: Cutlery from a celestial plane
You can use an action to cast
create food and water
by putting 1d4
Supply
into this large wooden basket or using this cutting knife to prepare a 1d4 Supply. You cannot use food created in this way to activate either of these magic items.
HANDY HALTER
Wondrous item, uncommon (requires attunement; cost 500 gp)
Crafting Components: The favorite bridle of a retired horsemaster
This noosed strap (also known as the Halter of Clydno Eiddyn as it was long stapled to the foot of his bed) has 3 charges. While holding it, you can use an action and expend 1 charge to cast the
find steed
spell from it. The rope regains 1d3 expended charges daily at dawn.
Freelinking: Node title CAULDRON OF DYRNWCH THE GIANT does not exist
Wondrous item, rare (requires attunement by a brave adventurer; cost 4,200)
Crafting Components: Iron blackened by the flames of Hell
When you speak the command word this Medium-sized 50 pound cauldron glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage. You can use a bonus action on each of your subsequent turns to cause this damage again. Liquid inside of the cauldron immediately comes to a roiling boil. If a creature is in the liquid, it must succeed on a DC 18 Constitution
saving throw
or gain one level of
fatigue
in addition to taking damage.
WHETSTONE OF TUDWAL TUDGLYD
Wondrous item, rare (cost 1,200 gp)
When you spend 1 minute using this unremarkable-looking whetstone to sharpen a blade, if you are a fine warrior the next time you deal damage with that weapon, you deal an extra 7 (2d6) damage. If you are a coward however, for the next 24 hours you deal the minimum amount of damage with that weapon.
COAT OF PADARN BEISRUDD
Armor (medium), very rare (requires attunement by a brave adventurer; cost 8,000 gp)
Crafting Components: Metal blessed by a master enchanter
While you are attuned to and wearing this fine chain shirt, your armor class equals 17 + Dexterity modifier (maximum 2).
CROCK AND DISH OF RHYGENYDD YSGOLHAIG
Wondrous item, very rare (cost 5,000 gp)
Crafting Components: Cookware blessed by an angel
You can use an action to cast
create food and water
from this cookware.
CHESSBOARD OF GWENDDOLEU AP CEIDIO
Wondrous item, rare (cost 3,750 gp)
Crafting Components: Silver and crystal chess pieces crafted by a construct
You can use 1d4–1 actions (minimum 1 action) to place each silver and crystal chess piece in its correct starting square on this gold chessboard. When you do so, the pieces emit noises and move themselves about the board in a thrilling game that lasts 1d4+1 minutes. Other creatures within 60 feet make a DC 18 Wisdom
saving throw
. On a failed save, a creature is compelled to use its action each turn watching the chess game and it has
disadvantage
on Wisdom (Perception) checks until the match ends or something harmful is done to it.
Merlin, a prominent figure of Arthurian legend, is easily the world’s most famous wizard. Traditionally, Merlin is a cambion : his mother was a mortal nun, and his father an incubus, and the source of his great powers. He is known as a druid, an enchanter, a diviner, a magician, and a wise advisor to the greatest king who ever lived on the British Isles.
There are many different versions of Merlin throughout history and, indeed, modern culture. In some legends, Merlin was responsible for erecting Stonehenge in Salisbury, and in others he is a wild man of the woods, or a shapeshifter. In most he is a diviner and a seer. In many ways, Merlin is the archetypal wizard and the inspiration for many to come.
Before Arthur arrived on the scene, Merlin served King Vortigen. The King’s castle kept collapsing, but Merlin solved the conundrum—two dragons, one red, one white, battled in a pool beneath. These two dragons symbolised the Britons and the Saxons.
Merlin later served Arthur’s father, Uther Pendragon, whose symbol was a dragon. He was responsible for arranging
Freelinking: Node title Arthur, King does not exist
birth—he disguised Uther so that he could sneak into the kingdom of Tinatgel to be with Igraine, his enemy’s wife. The wizard oversaw Arthur’s ascendance, setting the legendary test of the sword in the stone, and remained his advisor in Camelot until eventually dispatched by his infatuation, the Lady of the Lake. Legend says that he was buried in the forest of Brocéliande, although it is also said that he is not dead, but imprisoned.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.