Kasimir Velikov
Curse of Strahd p. 233
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- any alignment
- AC
- 12 (15 with mage armor)
- Hit Points
- 40 (9d8)
- Speed
- walk 30 ft.
- Saving Throws
- Int +6, Wis +4
- Skills
- Arcana +6, History +6
- Passive Perception
- 11
- Languages
- any four languages
- Challenge
- 6
Traits
Fey Ancestry
Kasimir has advantage on saving throws against being charmed, and magic can't put the him to sleep.
Special Equipment
Kasimir wears a ring of warmth and carries a spellbook containing all the spells he has prepared plus the following spells: arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, ray of frost, and wall of stone.
Spellcasting
Kasimir is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slots): cone of cold
Actions
Dagger
Melee or Ranged Weapon Attack: +5 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
fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold
Spell Slots
0,4,3,3,3,1