Arkhavel Morcant, Custodio del Equilibrio

Whispers tell of a man who negotiated with storms and sealed minor rifts before kingdoms remembered his name. He is both revered and feared among hermitic orders: he does not seek worship, only equilibrium. Some practitioners suspect his runes borrow from forbidden geometries, but others say he simply knows where to put a seal so the world keeps its shape.

MediumHumanoid(Human (wizard — abjuration/conjuration))CR Moderate (CR 6 controller specialist)Lawful Neutral

Arkhavel Morcant, Custodio del Equilibrio

AbjurerConjurerControllerNamed NPC
HP52AC13SPD30 ft.CR6 (2,300 XP)ArcanaHistoryInsight
STR
8
DEX
14
CON
12
INT
18
save
WIS
16
save
CHA
12
Master of Seals. Arkhavel has advantage on Intelligence (Arcana) checks related to planar seals and wards. He can spend 10 minutes to identify a magical trap or ward and decode its primary function.
Detect Magic (At Will). Arkhavel can cast detect magic at will, without expending a spell slot.
Sealbearer's Benediction. When Arkhavel casts an abjuration or conjuration spell of 1st through 4th level, he can choose to grant one ally within 30 feet a bonus to any saving throw they make before the end of Arkhavel's next turn. He can use this feature a number of times equal to his Intelligence modifier (4) and regains uses after a long rest.
Quarterstaff. Melee weapon attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage. Arkhavel fights only as a last resort and prefers spells; he uses the staff to focus minor abjuration effects.
Spellcasting. Arkhavel casts spells, using Intelligence as his spellcasting ability (spell save , to hit with spell attacks). He has the following wizard spells prepared. Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost. 1st level (4 slots): shield, absorb elements, unseen servant, protection from evil and good. 2nd level (3 slots): mirror image, hold person, misty step. 3rd level (3 slots): counterspell, dispel magic, lightning bolt. 4th level (2 slots): greater invisibility, banishment. He often casts shield and counterspell to manipulate the flow of battle.
Containment Sphere (Recharge after Short Rest). Arkhavel slams the fractured crystal focus to the ground and calls into being a translucent orb of constraining runes. Each creature of Arkhavel's choice within 20 feet of the orb must succeed on a Strength saving throw or be restrained by shimmering bands for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the orb persists, creatures restrained by it take 7 () force damage at the start of their turns. The orb remains for 1 minute or until Arkhavel dismisses it as a bonus action. Once Arkhavel uses this ability, he cannot use it again until he finishes a short or long rest.
Arcane Parry. When Arkhavel is targeted by a spell that requires a spell attack roll, he can impose disadvantage on that attack by invoking an immediate arcane counter; if the attacker is within 60 feet and visible, the attacker has disadvantage on the roll. He can use this reaction a number of times equal to his Intelligence modifier (minimum once) and regains uses after a long rest.
Reactive Shield. When a creature he can see attacks a creature within 5 feet of him, Arkhavel can use his reaction to cast shield (without expending a spell slot) to add +5 to his AC against that attack. He can use this reaction once per short rest.
1st level
ShieldAbjuration A shimmering defensive barrier that grants +5 to AC until the start of Arkhavel's next turn or until he is incapacitated.
Absorb ElementsAbjuration Reduce incoming elemental damage; also gives advantage on the next melee attack against the caster when triggered.
Unseen ServantConjuration Create an unseen servant to aid with small tasks or manipulate ritual components at a distance.
2nd level
Misty StepConjuration Teleport a short distance to reposition.
Mirror ImageIllusion Create illusory duplicates to make attacks against Arkhavel less likely to hit.
Hold PersonEnchantment Force a humanoid to stand still. Targets that fail the save are paralyzed.
3rd level
CounterspellAbjuration Attempt to negate an enemy spell as it is cast.
Dispel MagicAbjuration Remove magical effects from a target.
Lightning BoltEvocation A bolt of lightning that deals significant area damage in a line.
4th level
Greater InvisibilityIllusion Turn invisible and remain unseen while casting defensive or containment rites.
BanishmentAbjuration Banish a creature to another plane if it fails a Charisma saving throw. Very effective against extraplanar threats.
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