Odwald Ebonhart

Humblewood Campaign Setting p. 194 (Third Party)

Size
Medium
Type
humanoid (corvum)
Alignment
chaotic neutral
AC
12 (15 with mage armor)
Hit Points
49 (9d8+9)
Speed
walk 30 ft.
Saving Throws
Int +7, Wis +3
Skills
Arcana +7, Deception +5, Medicine +3
Passive Perception
10
Languages
Birdfolk, any two other languages, can also understand Auran but can't speak it
Challenge
6
Lineage
Corvum Necromancer
STR
9
−1
DEX
14
+2
CON
12
+1
INT
18
+4
WIS
10
+0
CHA
14
+2

Traits

Proficiency Bonus

+3

Spellcasting

Odwald is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Odwald has the following wizard spells prepared:

  • Cantrips (at will): chill touch, light, mage hand, prestidigitation
  • 1st level (4 slots): disguise self, false life†, mage armor, magic missile
  • 2nd level (3 slots): misty step, ray of enfeeblement†, suggestion
  • 3rd level (3 slots): animate dead†, counterspell, fear
  • 4th level (3 slots): blight†, greater invisibility
  • 5th level (1 slots): dominate person

†necromancy spell of 1st level or higher

Glide

When falling at least 10 feet, Odwald can spend a reaction to fly up to his speed in one direction as he descends. Odwald lands in an unoccupied space at the end of his movement, and takes no falling damage. Odwald cannot glide while carrying heavy objects, heavy weapons, or shields (though he can drop any held items as part of his reaction).

Talons

Odwald has advantage on Strength (Athletics) checks made to climb any surface his talons could reasonably grip.

Convincing

Odwald has advantage on all Charisma checks used to convince someone of his knowledge of subject matter pertaining to the Arcana skill.

Life Leech

Once per turn, when Odwald kills one or more creatures with a spell of 1st level or higher, he can regain hit points equal to twice the level of the spell, or three times the level if it is a necromancy spell.

Actions

Staff

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if wielded with both hands.

Talons

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Spells

chill touch, light, mage hand, prestidigitation, disguise self, false life, mage armor, magic missile, misty step, ray of enfeeblement, suggestion, animate dead, counterspell, fear, blight, greater invisibility, dominate person

Spell Slots

0,4,3,3,3,1

Other data

description

Odwald is a haggard old kindled corvum, resembling a thick billed raven with coarse, hoary feathers, ruffled from years of adventuring. Odwald has a sharp mind but a faint heart. A member of the illustrious Ebonhart family, a noble house that dates back to the founding of Alderheart, Odwald was an arcane prodigy who grew up in a world which expected him to be brilliant. While magic always came naturally to him, the pressure of his family's expectations weighed heavily upon him, and filled him with a deep-seated fear of failure. Months ago, he was tricked by an unknown entity into weakening the seal that held the aspect of fire beneath the Scorched Grove. Ever since he has blamed himself for the worsening conditions in the Wood. He has no solution for stopping the aspect, and this terrifies him. Shortly after saving his friend Riffin, desperation drove him back to his alma mater, the Avium, where he has since worked with forbidden magics in secrecy. Using a secret door he discovered during his time as a student, Odwald converted several inaccessible and defunct classrooms into a makeshift laboratory where he toils tirelessly, experimenting with dark and dangerous magics in the hopes of discovering a way to stop the aspect. Odwald uses the corvum necromancer stat block. His alignment is chaotic neutral.

Stat Block Origin: Corvum Necromancer Source: Humblewood Campaign Setting p. 194 (Third Party)