Vilnius

(NE male human mage)
Vilnius.jpg

Playing Vilnius

  • Appearance

    • Vilnius wears scorched robes
    • his unkempt hair is half burned away
    • and his face and arms are covered with blisters from magic fire
  • He is the apprentice of Jakarion, the dead wizard in The Amber Temple (X) > X17. Upper West Hall

  • After the flameskulls there incinerated his master, the wounded Vilnius retreated here

    • He eats vermin to survive
  • The amber golem has been patrolling the hallway outside (The Amber Temple (X) > X8. Upper East Hall), and Vilnius won't leave this room until he knows the golem has been destroyed

  • Vilnius is a greedy, treacherous coward

  • He curses his dead master for leading them to this wretched land

  • If the characters try to befriend him, he is suspicious of their intentions

  • He would like to retrieve his dead master's staff and spellbook, but otherwise he has no interest in exploring more of the Amber Temple

History/Info

Vilnius carries his spellbook, which contains all the spells he has prepared. He also has a gold amulet shaped like an upside-down V hidden under his robes. Of exquisite design, the amulet is worth 1,000 gp. It is the control amulet for the shield guardian in The Amber Temple (X) > X35. Sleeping Guardian.

Although he can tell that the amulet is magical, he doesn't know its purpose. The amulet thrums when it comes within 10 feet of the shield guardian. If Vilnius realizes what the amulet does, he won't part with it.

What They Want

What They Know

  • The temple is a haven for forbidden knowledge.
  • Flameskulls—constructs made from the remains of dead wizards—guard the temple.
  • Barbaric mountain folk use the temple for shelter.

Relations

Stat Block

Mage

Medium, humanoid, any race, any alignment
Armor Class

12

Hit Points

39

Speed

30 ft.

Str

9

(-1)
Dex

14

(+2)
Con

11

(+0)
Int

17

(+3)
Wis

12

(+1)
Cha

11

(+0)
Saves

Intelligence +6, Wisdom +4

Skills

Arcana +6, History +6

Senses

passive Perception 11

Languages

any four languages

Challenge

6 (2,300 XP)

Proficiency Bonus

+3

Spellcasting

The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit (16) with spell attacks). The mage has the following wizard spells prepared:

Actions

Dagger

Melee or Ranged Weapon Attack: +5 to hit (15), reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 (4) piercing damage.

Quasit

Tiny, fiend, demon, chaotic evil
Armor Class

13

Hit Points

6

Speed

40 ft.

Str

5

(-3)
Dex

17

(+3)
Con

10

(+0)
Int

7

(-2)
Wis

10

(+0)
Cha

10

(+0)
Skills

Stealth +5

Damage Resistances

cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft., passive Perception 10

Languages

Abyssal, Common

Challenge

1 (200 XP)

Proficiency Bonus

+2

Shapechanger

The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.

Magic Resistance

The quasit has advantage on saving throws against spells and other magical effects.

Variant: Familiar

The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Actions

Claw (Bite in Beast Form)

Melee Weapon Attack: +4 to hit (14), reach 5 ft ., one target. Hit: 1d4 + 3 (5) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2d4 (5) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/day)

One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility

The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Vilnius