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Male human Wiz20/Acm5/Epic5: CR 30; Medium-size humanoid (human); HD 20d4+60; hp 128; Init +8; Spd 30 ft.; AC 19 (touch 19, flat-footed 19); Atk +9/+4 melee (touch, spell) or +9/+4 melee (1d6-1, quarterstaff) or +14/+9 ranged touch (spell); SA Archmage abilities; SQ Enhanced ability scores, epic-level benefits, magic abilities, Undermountain entrenchments; AL CE; SV Fort +9, Ref +10, Will +18; Str 9, Dex 18, Con 16, Int 24, Wis 22, Cha 10. Height 6 ft.

Skills and Feats: Alchemy +17, Concentration +28, Craft (gemcutting) +12, Craft (trapmaking) +17, Disable Device +12, Handle Animal +3, Heal +8, Hide +6, Intuit Direction +8, Knowledge (arcana) +32, Knowledge (architecture and engineering) +27, Knowledge (the planes) +12, Knowledge (religion) +17, Knowledge (Undermountain history) +17, Knowledge (Undermountain local) +22, Listen +9, Profession (herbalist) +11, Scry +22, Search +27, Spellcraft +34, Spot +24, Use Rope +6; Craft Magic Arms and Armor, Craft Wondrous Item, Create Portal, Delay Spell, Improved Initiative, Magical Artisan (Create Portal), Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Transmutation), Spellcasting Prodigy.

Special Attacks: Archmage Abilities: Arcane Reach: Halaster's touch spells have a 30-ft. range. Arcane Fire (Su): Halaster may cast any spell as an energy bolt (range 600 ft., damage 5d6 + 1d6 points per spell level). Spell power +2. Mastery of Elements: Halaster can prepare any arcane spell he knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element. For example, a fireball may be prepared to deal sonic damage instead of fire damage. Mastery of Counterspelling: When Halaster successfully counterspells any spell subject to spell turning, he reflects it fully back on the original caster. A spell not subject to spell turning is merely counterspelled.

Special Qualities:Enhanced Ability Scores: Halaster has used wish spells to increase his Intelligence and Wisdom each by 3 points (included above). Epic-Level Benefits: Halaster has five effective levels of archmage (included above), and +1 higher-level spell x5 (included below). Magic Abilities: Through permanency and wish spells, Halaster has the following continuous abilities: move in complete silence, pass without trace, protection from arrows, true seeing, walk on air as if it were firm land (as the 12th-level ability of the phantom steed spell). Undermountain Entrenchments (usable only when Halaster is within Undermountain): Longevity: Halaster does not age. Image Projection: Halaster may manifest up to 30 projected images of himself in different parts of Undermountain (he does not need visual contact with them, may cast spells through them, and may transfer himself to the place of any projection as a free action). Portal Control: Halaster knows if any portal in Undermountain is used. He may activate, deactivate, or change the destination of any portal within Undermountain as a standard action.

Wizard Spells per Day: 4/6/6/6/6/5/5/2/4/3/1/1/1/1/1. Base DC = 20 + spell level, 22 + spell level for enchantment and transmutation spells. Wizard caster level 25th.

Possessions: Ring of regeneration, horned ring (teleport 3/day when within Undermountain, negate arcane lock or nonprismatic magical barriers by touch, acts as a ring of freedom of movement, absorbs all magic missile and electricity effects), 1d20 flying daggers (animated flying objects with a +1 enhancement bonus), robe of eyes, ring of protection +5. In addition to these items that he always carries, Halaster has caches of magic items all over Undermountain containing powerful items of all sorts.

The creator of Undermountain, Halaster Blackcloak is widely and correctly thought of as a very old, very powerful wizard . . . who is also completely insane.

The ancient mage is expert in such diverse talents as gemcutting, engineering, and the breeding and control of monsters (living and undead) from other planes. His insanity makes him constantly chuckle and mutter to himself, and he seems unable to follow arguments or conversations for long. However, his insanity does not prevent him from seeing danger or menace when it threatens -- or defending himself with lightning speed and efficiency.

Halaster possesses literally hundreds of magic items, and when in Undermountain (where he's usually "hidden in the walls," employing his own secret network of passages), he can command constructs such as golems, helmed horrors, and crawling claws. Halaster can also call on contingency spells, clones of himself, and the tricks and traps of Undermountain, including a "moving portal" that can snatch up himself or others and whisk them elsewhere.

Halaster's moments of sanity in Undermountain are rare, but outside it he's usually lucid. On such occasions, Halaster is fastidious, meticulous, dignified, cold, and proper. He remembers any slight or aid given him and brooks no insolence -- and also tries to get his own way in everything, caring nothing for the destruction or harm he may do in the process.

The Blackcloak's chief interests include collecting new monsters and magic. After thousands of years, little of either is really "new" to him. While waiting for such delights, he amuses himself by manipulating events and politics to his whims.

Go to the May Realmswatch main page for more of information about geography in the newForgotten Realms Campaign Setting or the Forgotten Realms main news page for more articles and news about the Forgotten Realms game setting.



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