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Dragonlance Villains

Raistlin Majere
Master of Past and Present CR 28

Male civilized human wizard 7/wizard of High Sorcery (Black) 7/loremaster 8/archmage 5, Master of the
Tower of Palanthas

NE Medium humanoid (human), Source Towers of High Sorcery (Master of the Tower template)

Init +3; Senses arcane sight, see invisibility; Listen +1, Spot +1

Languages Abanasinian, Common, Draconic, Elven, Infernal, Istaran, Magius, Nerakan, Solamnic; tongues

AC 26, touch 20, flat-footed 22; dodge trick

HP 44

SR 26 (staff), 23 (when at Tower of Palanthas)

Fort +9, Ref +13, Will +20

Spd 30 ft.

Melee Staff of Magius +15 (1d6+1 plus arcane fire) or dagger of Magius +16 (1d4+2/19-20)

Base Atk +13; Grp +12

Atk Options weapon trick

Special Actions arcane fire (+15 ranged touch, 600 ft. range, deals 5d6 damage + 1d6 damage per spell
level used to create, may be delivered through Staff of Magius), magic of darkness 3/day, magic of fear,
magic of pain 3/day

Combat Gear scrolls (mass cat’s grace, chain lightning (DC 22), mass hold person (DC 24), maximized
lightning bolt (DC 19), mass suggestion (DC 24), summon monster VI, waves of fatigue; CL 26th)

Spells Prepared (CL 28th, +13 melee touch, +16 ranged touch, includes spell power +1, all spells of 3rd
level or lower are quickened)

10th—maximized delayed blast fireball (DC 23)

9th—dominate monster (DC 26), energy drain (DC 26), power word kill, time stop

8th—demand, horrid wilting (DC 25), polar ray, protection from spells

7th—greater arcane sight, banishment (DC 23), destruction, greater teleport, maximized ice storm (DC
20), power word blind

6th—antimagic field, maximized lightning bolt (DC 19), planar binding (DC 22), shadow walk, mass
suggestion (DC 23), undeath to death (DC 23)
5th—dominate person (DC 22), feeblemind (DC 22), maximized scorching ray, teleport, true seeing

4th—animate dead, bestow curse (DC 21), crushing despair (DC 21), divinationMT, greater invisibility,
phantasmal killer (DC 20)

3rd—clairaudience/clairvoyanceMT, deep slumber (DC 20), dispel magic, fireball (DC 19), hold person
(DC 20), vampiric touch (DC 20), wind wall

2nd—detect thoughts, protection from arrows, gust of wind (DC 18), knock (2), resist energy (2), shatter
(DC 18)

1st—endure elements, expeditious retreat, magic aura, sleep (DC 18), true strike (3)

0—ghost sound, prestidigitation (2), touch of fatigue (DC 17)

Abilities Str 9, Dex 16, Con 9, Int 22, Wis 12, Cha 10

SQ arcane research +3, dodge trick, high arcana, lore +15, loremaster secrets (applicable knowledge,
dodge trick, more newfound arcana, weapon trick), moon magic (Nuitari), order secrets, permanent
resistance (included), improved tower resources

Feats Automatic Quicken Spell†, Brew Potion, Combat Casting, Magical Aptitude, Improved Spell
Capacity (10th), Maximize Spell, Quicken Spell, Reserves of Strength††, Scribe ScrollB, Skill Focus
(Knowledge [arcana]), Skill Focus (Spellcraft), Spellcasting Prodigy†††, Spell Focus (enchantment), Spell
Focus (necromancy)

† Epic-level feat (all 0-level, 1st-, 2nd-, and 3rd-level spells may be cast as quickened with no adjustment
to spell level)

Skills Concentration +29, Craft (alchemy) +18, Decipher Script +19, Heal +9, Intimidate +10, Knowledge
(arcana) +42, Knowledge (history) +16, Knowledge (the planes) +30, Knowledge (religion) +20,
Profession (herbalist) +11, Search +16, Sleight of Hand +10, Spellcraft +46 (+48 with scrolls), Use Magic
Device +11 (+15 with scrolls)

Possessions combat gear plus bracers of armor +6, Staff of Magius (+2 spell-storing quarterstaff, see
below), dagger of Magius (+3 silver dagger, undetectable by magic or searches when carried), black
robes, herbalist’s supplies, scrolls, ink, writing supplies, traveling chest (trapped with CR 8 power word
stun trap), dragon orb

Spellbook As the Master of the Tower of Palanthas, Raistlin has access to all common and unnamed
spells from the Player’s Handbook, DRAGONLANCE Campaign, Setting and other d20 DRAGONLANCE
sourcebooks.

Black Robe Order Secrets (Su):

Magic of Darkness 3/day:(half the damage dealt by a chosen spell is negative energy damage)

Magic of Fear (as full round action, cast any spell that deals damage and is normally a standard action in
order to demoralize one target within 30 ft., Intimidate check gains bonus equal to spell level), Magic of
Pain 3/day (spell that deals hit point damage causes target to suffer –2 penalty to attack rolls, skill
checks, and ability checks for 1 round,
Fort save DC 10 plus spell level negates, caster takes 1d6 damage).

High Arcana: Arcane fire, mastery of counterspelling (countered spells are turned back upon the caster),
mastery of elements (change energy descriptor of spell cast), mastery of shaping (may create holes or
unaffected areas within the area of spells cast), spell power +1. Raistlin has permanently sacrificed one
5thlevel, one 6th-level, one 7th-level, one 8th-level and one 9th-level spell slots to master these
abilities.

Lore (Ex): A loremaster can know legends or information regarding various topics, just as a bard can. The
loremaster makes a lore check with a +15 bonus.

Master of the Tower Traits: Raistlin may prepare one bonus spell per level from the Knowledge, Magic
or Necromancy cleric domains as arcane spells when he prepares his other spells at the Tower, and gains
spell resistance 23 within the Tower of Palanthas.

Staff of Magius
This +2 spell-storing quarterstaff was made famous by the legendary wizard Magius, but truly came into
its own through its use by Raistlin Majere. The staff grants the bearer spell resistance 23, a +6 deflection
bonus to AC, and any spell cast by the bearer with the mind-affecting, air, or light descriptors may be
extended, empowered, or enlarged as if the staff were a greater metamagic rod. Only one metamagic
effect may be used on any given spell, but each effect may be used up to three times per day without
altering the level of the spell. In addition to its spell-storing quality, an archmage with the arcane fire
ability may deliver his arcane fire damage through the staff as a melee touch attack. The staff has the
following additional powers usable at will—feather fall (on the bearer only), daylight (on the staff). CL
18th.

Fistandantilus
Male human Wiz7/Black10/Arch5; CR 22;

Medium humanoid (human);

HD 22d4+66; hp 115

Init +2; Spd 30 ft.;

AC 23, touch 18, flatfooted 21; Base Atk +10; Grap+9; Atk +12 melee (1d4+2/19-20, +3 dagger of
wounding) or +11 melee (1d6+1 plus 2d6 unholy, +2 ghost touch unholy quarterstaff); Full Atk +12/+7
melee (1d4+2/19-20, +3 dagger of wounding) or +11/+6 melee (1d6+1 plus 2d6 unholy, +2 ghost touch

unholy quarterstaff);

SA spells; SQ arcane research +5, aura of corruption, high arcana, moon magic (Nuitari), order secrets,
spell resistance 15, spells, summon familiar; AL CE;

Saves: Fort +12, Ref +9, Will +19;

Str 9, Dex 15, Con 16, Int 21, Wis 16, Cha 15.
Skills and Feats: Concentration +18, Craft (alchemy) +20, Decipher Script +25, Intimidate +29,
Knowledge (arcana) +35, Knowledge (history) +30, Knowledge (the planes) +25, Knowledge (religion)
+25, Spellcraft +40 (+42 scrolls), Use Magic Device +12 (+14 scrolls); Augment Summoning, Brew Potion,
Craft Wand, Craft Wondrous Item, Great Fortitude, Greater Spell Focus (necromancy), Scribe Scroll, Skill
Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Penetration

Aura of Corruption (Su): As a result of years of experiments in dark magic, Fistantandilus is surrounded
by a chill aura of death that causes plants to wither in his presence, food to spoil, and animals to
withdraw. He gains a +2 bonus to Intimidate checks but suffers from a -2 penalty to all Charisma-based
checks involving animals or influencing individuals in a positive manner.

Black Robe Order Secrets: Magic of Betrayal, Magic of Darkness, Magic of Fear, Magic of Hunger, Magic
of Pain.

High Arcana: Arcane Fire, Mastery of Counterspelling, Mastery of Elements, Mastery of Shaping, Spell
power +1. Fistandantilus has permanently sacrificed one 5th, one 6th, one 7th, one 8th and one 9th-
level spell slots to master these abilities.

Wizard Spells Prepared (4/5/5/5/5/4/3/3/3/3; base save DC 15 + spell level, 16 + spell level
w/conjuration spells, 17 + spell level w/necromancy spells):

0 — detect undead, disrupt undead, mage hand, touch of fatigue;


1st — chill touch, mage armor, obscuring mist, protection from good, ray of enfeeblement;
2nd — alter self, blindness/deafness, command undead, detect thoughts, ghoul touch;
3rd — gaseous form, lightning bolt, ray of exhaustion, summon monster III, vampiric touch;
4th — animate dead, black tentacles, contagion, enervation, scrying;
5th — cloudkill, curse the magi*, dominate person, feeblemind;
6th — acid fog, circle of death, mass suggestion;
7th — control undead, finger of death, summon monster VII;
8th — create greater undead, horrid wilting, mass charm monster;
9th — gate, power word kill, wail of the banshee.

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