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Ferrai

Medium Dark Elf, Archmage, Neutral

Armor Class 11
Hit Points 81 (18d6 + 18)
Speed: 30 ft

STR

8
( -1 )

DEX

14
( +2 )

CON

12
( +1 )

INT

20
( +5 )

WIS

16
( +3 )

CHA

14
( +2 )

Saving Throws INT +11, WIS +9
Skills Arcana +17, History +11, Insight +9, Perception +9, Persuasion +8, Religion +11
Senses Darkvision 120 ft.
Languages Common, Deep Speech, Draconic, Dwarvish, Elvish
Proficiency Bonus +4

Ideals

Knowledge. The path to power and self-improvement is through knowledge (Neutral).

Bonds

My life’s work is a series of tomes related to a specific field of lore. I’ve been searching my whole life for the answer to a certain question.

Flaws

Unlocking an ancient mystery is worth the price of a civilization. Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Spellcasting. Ferrai is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The drow has the following wizard spells prepared:   Cantrips (at will): mage hand, mending, message, minor illusion, prestidigitation   1st level (4 slots): catapult, feather fall, mage armor, magnify gravity   2nd level (3 slots): hold person, immovable object, levitate   3rd level (3 slots): counterspell, Leomund's tiny hut, pulse wave, sending   4th level (3 slots): banishment, gravity sinkhole, stoneskin   5th level (3 slots): bigby's hand, hold monster, telekinesis   6th level (2 slots): gravity fissure, scatter   7th level (1 slot): reverse gravity, teleport   8th level (1 slot): dark star   9th level (1 slot): gate, ravenous void

At will: dancing lights

1/day: darkness, faerie fire


Corestudied Metamagic. When casting a spell, once per turn Ferrai can activate one of the following metamagic options by spending an extra spell slot of at least half of the spell cast's level.   Careful Spell. If the spell cast forces other creatures to make a saving throw, the drow can select a number of creatures (up to 2) that Ferrai chooses automatically succeed on their saving throw against the spell.   Extended Spell. If the spell cast has a duration of 1 minute or longer, the duration of the spell cast is doubled.   Quickened Spell. If the spell cast has a casting time of 1 action, the casting time is instead changed to 1 bonus action.   Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put Ferrai to sleep.   Sunlight Sensitivity. While in sunlight, Ferrai has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.   Event Horizon (Recharges once per Long rest or upon expending a 3rd level spell slot or higher). Ferrai magically emits a powerful field of gravitational energy that tugs at hostile creatures within 30 feet of him for up to 1 minute or until his concentration ends (as if he was concentrating on a spell). A hostile creature who starts its turn within the area must make a Strength saving throw (DC: 17). On a failed save, it takes 11 (2d10) force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.


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