Copy of - The Master Illusionist

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The Master Illusionist

Medium Humanoid, Chaotic Evil


  • Armor Class 15 (18 With Mage Armor)
  • Hit Points 240
  • Speed 30

STR DEX CON INT WIS CHA
11(+0) 14(+2) 16 (+3) 20 (+5) 14 (+2) 12 (+1)

  • Saving Throws Int +10, Wis +7
  • Skills Arcana +10, History +10, Perception +7
  • Damage Resistances Damage from spells
  • Condition Immunities Frightened
  • Senses Passive Perception 12
  • Languages Common, Primordial, Elvish, Undercommon
  • Challenge 15

  • Spellcasting. The Master Illusionist is a 17th level spellcaster. Its spellcasting ability is Intelligence (Spell Save DC 18, +8 to hit with a spell attack). The Master Illusionist has the following spells prepared:
  • Cantrips (at will): Fire Bolt, Friends, Mage Hand, Minor Illusion
  • 1st Level (4 slots): Color Spray, Mage Armor, Shield, Silent Image
  • 2nd Level (3 slots): Blur, Invisibility, Mirror Image, Phantasmal Force, Scorching Ray, Silence
  • 3rd Level (3 slots): Fear, Fireball, Fly, Hypnotic Pattern, Major Image
  • 4th Level (3 slots): Greater Invisibility, Wall of Fire, Hallucinatory Terrain
  • 5th Level (2 slots): Dominate Person, Wall of Stone
  • 6th Level (1 slot): Globe of Invulnerability
  • 7th Level (1 slot): Prismatic Spray
  • 8th Level (1 slot): Power Word Stun
  • 9th Level (1 slot): Weird

Legendary Actions

The Master Illusionist 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. The Master Illusionist regains spent legendary actions at the start of its turn.

  • Cantrip. The Master Illusionist Casts a cantrip.
  • Illusion. The Master Illusionist Casts Major Image or Silent Image.

The Illusionists Lair

The Master Illusionist lives in a large castle based all around illusions. One should feel accomplished when even getting to his lair. His lair consists of a large circular platform with with four square pillars surrounding it. The Illusionist stands on one of the pillars, while illusionary copies of him stand on the others. Whenever the Illusionist takes damage, he instantly trades places with one of the illusions. In the middle of the circular platform is a large green orb that the illusionist is using for a ritual

Lair Action

When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:

  • The Master Illusionist casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the Master Illusionist can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected

  • The Master Illusionist causes the central platform to rotate half circle. Everyone on the platform is forced to make a dexterity saving through (DC 12) or be knocked prone. Anyone who is on the edge of the platform and fails there save begins to fall off the edge.

  • The Master Illusionist chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This illusionary simulacrum is formed out of a magical shimmering darkness, but still generally resembles the creature it is imitating. This simulacrum obeys The Master Illusionist commands and is destroyed on initiative count 20 on the next round.

 

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