Grand Sage Baltimore
Medium Kenku, Head Sage of Sky Spire, Neutral
Armor Class 15
Hit Points 14d6+28
Speed:
30 ft
Saving Throws INT +9, WIS +7
Languages Understands Common and Celestial, but can't speak unless through his Mimicry trait
Challenge Rating Level 14 Wizard
Description
A kenku man in blue regal robes and an arcane staff
Ideals
Pursuit of Knowledge, pragmatism,
Bonds
He believes he can be a better ruler than the queen.
Grand Sage Baltimore is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Baltimore has the following wizard spells prepared.
Cantrips (at will): Toll the Dead, Fire Bolt, Frostbite
1st level (4 slots): Shield, Grease, Magic Missile
2nd level (3 slots): Misty Step, Mirror Image, Web
3rd level (3 slots): Counterspell, Thunderstep, Slow
4th level (3 slots): Ice Storm, Evard's Black Tentacles
5th level (2 slots): Copycat, Animate Objects,
6th level (1 slot): Contingency, Wall of Ice
7th level (1 slot): Crown of Stars
Lair Actions
When fighting inside his lair, Grand Sage Baltimore can invoke the embedded magic to take lair actions, On initiative count 20 (losing initiative ties), Grand Sage Baltimore can take one action to cause one of the following effects:
A 50-foot square area of the ground within 120 feet of Baltimore animates (floorboards bend, floor tiles levitate, a whirlwind of loose papers, etc. that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of Baltimore sprout grasping spectral hands until initiative count 20 on the round after next. Each creature of Baltimore's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
A magical tome opens within 60 ft of Baltimore. One
Big multi-tiered library with stone statue protectors (gargoyles)
Comments