AC16 ( mage armor and items, 21 with shield )
HP 130 (20d6+60; bloodied 65)
Speed 30 ft., fly 30 ft.
Proficiency +6; Maneuver DC 15
Saving Throws Str +2, Dex +3, Con +6, Int +13, Wis +9, Cha +4
Skills Arcana +11 (+1d8), History +11, Investigation +11, Perception +7, Religion +11 (+1d8)
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Celestial, Common, Draconic, Inferna
Evil. Kalle radiates an Evil aura.
Magic Items. Kalle has the following magic items: cloak of protection , iron bands of binding , periapt of proof against poison , ring of protection , winged boots . He also carries a deck of many things and potion of supreme healing (10d4+20 hit points).
Practiced Magician. Kalle has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage.
Ranged Spellcaster. Kalle ignores half cover and three-quarters cover when making a ranged spell attack. In addition, he doubles the range of any spell he casts that has a ranged spell attack.
Spellcasting. Kalle is a 20th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 19; +11 to hit with spell attacks). He has the following spells prepared:
Cantrips: fire bolt , mage hand , message , prestidigitation , ray of frost , sacred flame , shocking grasp
1st-level (4 slots): command , cure wounds , mage armor , magic missile , thunderwave
2nd-level (3 slots): darkvision , invisibility , mirror image , misty step , scorching ray , spiritual weapon
3rd-level (3 slots): counterspell , dispel magic , haste , magic circle , sending
4th-level (3 slots): greater invisibility , ice storm
5th-level (3 slots): flame strike , planar binding , scrying
6th-level (2 slots): chain lightning , contingency , heal
7th-level (2 slots): conjure celestial , delayed blast fireball , true seeing
8th-level (1 slot): feeblemind , sunburst
9th-level (1 slot): prismatic wall , time stop
Spell Mastery. Kalle can cast detect magic and shield without expending a spell slot
ACTIONS
+3 Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Greater Invisibility (4th-Level; V, S, Concentration). Kalle or a creature he touches is invisible for 1 minute.
Flame Strike (5th-Level; V, S, M). A column of divine flame fills a 10-foot-radius, 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 19 Dexterity saving throw , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success
Chain Lightning (6th-Level; V, S, M). Kalle fires a bolt of electricity at a creature or object (the primary target) within 120 feet. In addition, electricity arcs to up to 3 additional targets chosen by Kalle, each within 30 feet of the primary target. Each creature makes a DC 19 Dexterity saving throw , taking 45 (10d8) lightning damage on a failure, or half damage on a success.
Heal (6th-Level; V, S). Kalle or a creature he touches (which is not a construct or undead ) regains 70 hit points and is no longer blinded, deafened, or diseased .
Sunburst (8th-Level; V, S, M). Kalle creates a burst of radiant sunlight in a 60-foot radius area within 120 feet. Each creature in the area makes a DC 19 Constitution saving throw , taking 42 (12d6) radiant damage on a failure and becoming blinded for 1 minute (or half damage on a success and no blindness). A creature blinded by this spell repeats its saving throw at the end of each of its turns, ending the blindness on a successful save. This spell dispels any magical darkness in its area.
Time Stop (9th-Level; V). The world is frozen in place while Kalle takes 3 (1d4+1) turns in a row, during which he can use actions and move as normal. The spell ends if Kalle moves more than 1,000 feet from where he cast the spell, or if he affects either a creature other than himself or an object worn or carried by someone else.
BONUS ACTIONS
Arcane Divinity (3/ Short Rest ). Kalle can channel arcane power to either gain a +2 bonus to his next attack roll or increase the spell save DC of his next spell by +2
REACTIONS
Opportunistic Spell. Instead of making an opportunity attack at a creature, Kalle can cast a spell (maximum casting time: 1 action) at it instead.
Though he might once have been handsome, the hermit mage Kalle Sirkesalo’s unholy pursuits have drawn away at his vitality and his noble features now make him appear craven. He lashes out at the world with a disturbed gaze, his disheveled robes hiding the glint of immaculate accouterments beneath.
The wizard is clearly out of his mind and must be stopped. Kalle fights ferociously as if possessed, unwilling to back down, negotiate, or otherwise abandon his fanatical belief that he can still fix everything without giving up any of his newfound power. Alerted to the presence of the party by his unseen ally, the mage starts the fight well prepared.
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He has permanently summoned a couatl that uses its truesight to telepathically warn him of danger, but otherwise it continually heals him until it runs out of its 3 castings of cure wounds (restoring 1d8+4 hit points each time) at which point it uses Change Shape to become an elephant (page 443 in Monstrous Menagerie).
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Kalle has already cast darkvision , mage armor , and mirror image .
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The wizard quickly makes use of greater invisibility at the first opportunity.
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He then drinks a potion of speed (gaining the benefits of a haste spell)
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Kalle has a contingency that casts a 4th-level cure wounds when he is reduced to 50 hit points or less, restoring 23 (4d8+5) hit points
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When his contingency is triggered, on his next turn Kalle casts time stop , then delayed blast fireball and preferably heal (regaining 70 hit points) or whatever other healing magic he has remaining, and if there’s time also spiritual weapon.
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Otherwise Kalle casts sunburst , chain lightning , and flame strikes at the party until he’s reduced to scorching ray and magic missiles .
Slaying the wizard doesn’t end this conflict however, and as he dies his body and soul are torn apart, dragged into the ritual circles arrayed around him—at which point Nebradakk strikes.
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.