Merlin
Merlin
Medium humanoid (human), neutral good
Armor Class 22 (robes, staff ward) - Hit Points 405 (30d8+270) - Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 28 (+9) | 30 (+10) | 24 (+7) | 24 (+7) |
Saving Throws Int +18, Wis +15, Cha +15
Skills Arcana +18, History +18, Insight +15, Perception +15, Persuasion +15
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened
Senses passive Perception 21
Languages Common, Draconic, Sylvan, Celestial
Challenge 25 (75,000 XP)
Traits
Legendary Resistance (3/Day). If Merlin fails a saving throw, he can choose to succeed instead.
Archmage of Camelot. Merlin adds his proficiency bonus to initiative rolls and cannot be surprised while conscious.
Knightly Bearing. Allies within 10 feet of Merlin have advantage on saving throws against being frightened while he is not incapacitated.
Spellcasting
Merlin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attacks):
At will: detect magic, mage hand, minor illusion, prestidigitation
3/day each: counterspell, dispel magic, forcecage, teleport, wall of force
1/day each: foresight, maze, meteor swarm, time stop
Actions
Arcane Staff. Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: 27 (5d6+10) force damage.
Dragonfire Prophecy (Recharge 5-6). Merlin chooses a point he can see within 120 feet. Creatures of his choice in a 20-foot-radius sphere centered there must make a DC 26 Dexterity saving throw, taking 55 (10d10) fire and force damage on a failed save, or half as much damage on a success.
Reactions
Counterspell. Merlin casts counterspell without expending a spell use.
Fated Step. Merlin adds +8 to his AC against one attack that would hit him, then teleports up to 30 feet to an unoccupied space he can see.
Legendary Actions
Merlin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Merlin regains spent legendary actions at the start of his turn.
-
Cantrip. Merlin casts an at-will spell or makes one Arcane Staff attack.
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Fated Move. Merlin teleports up to 30 feet to an unoccupied space he can see.
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Command Ally. One ally Merlin can see may move up to half its speed or make one weapon attack.
Description
Merlin walks into war as adviser, prophet, and last resort. He wins by knowing which future he can still bend.
Personality
He speaks in plain warnings and lets kings make their own mistakes. He values patience, but he punishes betrayal.
Common Combat Tactics
- Begins behind cover with Spellcasting and battlefield control.
- Uses Counterspell to break enemy plans.
- Calls on Dragonfire Prophecy when clustered foes threaten the party line.