Valtagar Steelshadow

Waterdeep: Dungeon of the Mad Mage p. 271

Size
Medium
Type
humanoid (dwarf)
Alignment
any alignment
AC
12 (15 with mage armor)
Hit Points
99 (18d8+18)
Speed
walk 25 ft.
Saving Throws
Int +9, Wis +6
Skills
Arcana +13, History +13
Resistances
damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin), poison
Senses
darkvision 120 ft.
Passive Perception
12
Languages
any six languages, Dwarvish, Undercommon
Challenge
12
STR
10
+0
DEX
14
+2
CON
12
+1
INT
20
+5
WIS
15
+2
CHA
16
+3

Traits

Magic Resistance

Valtagar has advantage on saving throws against spells and other magical effects.

Dwarven Resilience

Valtagar has advantage on saving throws against poison, and has resistance against poison damage.

Enlarge (Recharges after a Short or Long Rest)

For 1 minute, Valtagar magically increases in size, along with anything they are wearing or carrying. While enlarged, Valtagar is Large, doubles their damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Valtagar lacks the room to become Large, they attain the maximum size possible in the space available.

recharge

SHORT

Invisibility (Recharges after a Short or Long Rest)

Valtagar magically turns invisible until they attack, cast a spell, or use their Enlarge, or until their concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Valtagar wears or carries is invisible with them.

recharge

SHORT

Spellcasting

Valtagar is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Valtagar 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): Otiluke's Resilient Sphere, 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

*Valtagar 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, Otiluke's Resilient Sphere, 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