Feonor
Baldur's Gate: Descent Into Avernus p. 91
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- any alignment
- AC
- 12 (15 with mage armor)
- Hit Points
- 99 (18d8+18)
- Speed
- walk 30 ft.
- Saving Throws
- Int +9, Wis +6
- Skills
- Arcana +13, History +13
- Resistances
- damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)
- Passive Perception
- 12
- Languages
- any six languages
- Challenge
- 12
- Lineage
- Archmage
Traits
Magic Resistance
Feonor has advantage on saving throws against spells and other magical effects.
Spellcasting
Feonor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Feonor can cast disguise self and invisibility at will and has the following wizard spells prepared:
- At will: disguise self, invisibility.
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, identify, mage armor*, magic missile
- 2nd level (3 slots): detect thoughts, mirror image, misty step
- 3rd level (3 slots): counterspell, fly, lightning bolt
- 4th level (3 slots): banishment, fire shield, stoneskin*
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slots): globe of invulnerability
- 7th level (1 slots): teleport
- 8th level (1 slots): mind blank*
- 9th level (1 slots): time stop
*Feonor casts these spells on itself before combat.
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.
Variant: Familiars
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
Spells
disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop
Spell Slots
0,4,3,3,3,3,1,1,1,1
Other data
description
Feonor is a willowy archmage with milky-white eyes and a parasol made of bones and human flesh. Her rivals know her as a powerful necromancer. They suspect that she fled the Material Plane to escape some horrible fate, but the truth is she was invited to Avernus by Mahadi, the rakshasa master of the Wandering Emporium. During a visit to Feonor's world, Mahadi fell head-over-heels in love with her zombie-like indifference. Not long after arriving in Avernus, Feonor grew bored of Mahadi's attempts to impress her. Without so much as a farewell, she took to the Avernian wastes on one of the rakshasa's infernal war machines and never looked back. Years later, Mahacli still refers to her as "the one the got away."
The scowl on Feonor's face hints at her constant annoyance with the multiverse around her. She prefers not to speak, and when she does. it's typicaUy only in whispers, her short sentences interspersed and punctuated with frustrated sighs.
Golden Doom: Feonor rides around in a Demon Grinder called Golden Doom, so named because Mahadi fitted it with gilded death armor. The vehicle is driven by a ghast, and its other stations are operated by ghouls. She also commands a force of ten crawling claws. A pair of Tormentors crewed by mezzoloths provide escort.
Stat Block Origin: Archmage Source: Baldur's Gate: Descent Into Avernus p. 91