Inorim Azeem
Grim Hollow: Campaign Guide p. 224 (Third Party),
- Size
- Medium
- Type
- humanoid (male human wizard)
- Alignment
- chaotic neutral
- 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
The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting
The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage 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
*The archmage 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
Inorim is a powerful Wizard who has been held captive for over 300 years in the Tavern of the Lost. In that time he has made the attic his own realm within the tavern. His pocket universe, a windswept mountaintop of his own creation, allows him to remain unaffected by the tavern and retain his powers. The tavern greatly desires to possess Inorim, and sends hordes of animated furniture into the pocket universe to retrieve him, where they are promptly smashed to splinters by a stone golem under Inorim's control. Prior to his captivity, Inorim was a keen scholar of enchantment magic, and studied at the Ravencourt Sanctuary. Inorim is originally from the desert plains of Castinella, which he fled due to a zealous inquisitors pursuit. He has mahogany skin and dark, curly hair shot with silver. Maintaining the pocket universe has taken a toll on Inorim; he is evidently thin beneath his wizard's robes, and walks with a labored, twisted gait. He carries a black staff topped with an amber stone, which serves as a walking stick as much as a conduit for his powers.
Archmage: Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.