aliases: []
Vilnius
(NE male human mage)
Appearance
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
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
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.
12
39
30 ft.
9
14
11
17
12
11
Intelligence +6, Wisdom +4
Arcana +6, History +6
passive Perception 11
any four languages
6 (2,300 XP)
+3
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:
Cantrips (at will):
1st level (4 slots):
2nd level (3 slots):
3rd level (3 slots):
4th level (3 slots):
5th level (1 slot):
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.
13
6
40 ft.
5
17
10
7
10
10
Stealth +5
cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons
poison
poisoned
darkvision 120 ft., passive Perception 10
Abyssal, Common
1 (200 XP)
+2
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.
The quasit has advantage on saving throws against spells and other magical effects.
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.
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.
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.
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.