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Friends: The Archmage Christov

Half celestial and half dragon, the archmage Christov carries the burning sword Valene and wears a crown of ten wandering eyes.

Created by Asharak on the Realms of Evil forums, January 2002. He promised a full write-up that never appeared, so these statistics are new to this site, built from his posts and the rules for his items.


The Archmage Christov

Statistics:  l  AD&D 2nd Edition  l  D&D 3rd Edition (original)  l  D&D 3.5 Edition  l  D&D 5th Edition  l

The Archmage Christov

Provisional conversion, awaiting review by DamienRahl.

Ghaele/brass dragon m, M19/P15; SZ M (6'4", 190 lb.); ML fearless (20); AL CG.

Armor Class
Movement
Level
Hit Points
THAC0
No. of Attacks
-5
15, Fl 30 (A) as a globe
19/15
197
11 (base)
1 or 3
Str
Dex
Con
Int
Wis
Cha
21
12
17
25
20
18
Special Attacks
Special Defenses
Magic Resistance
Spells; spell-like abilities; gaze; breath weapon; light rays
+1 or better weapons to hit; immune to electricity, fire, petrification, sleep, paralysis, fear and normal missiles; half damage from acid and cold
60%

Saving Throws

Para/ Pois/ Death
Rod/ Stave/ Wand
Pert/ Polymorph
Breath
Spell
4
3
5
7
4

Spells per Day

 1st2nd3rd4th5th6th7th8th9th
Mage555553331
Priest9988421––
Weapon
Valene
Claw/ claw/ bite
#Att
1/1
3/1
+Att/Dmg
+10/ +15
+4/ +9
Damage
1d8+1d6/ 1d12+1d6
1d4/ 1d4/ 1d6
Speed
5
–

Noteable Nonweapon Proficiencies: Reading/ Writing Celestial, Common, Draconic, Elvish; Spellcraft; Ancient History; Religion; Weaponsmithing; Astronomy; Etiquette.
Weapon Proficiencies: Long Sword, Two-Handed Sword, Dagger, Quarterstaff.

Spheres: major access to All, Healing, Protection and Sun; minor access to Elemental (Fire) and Divination. He worships a god of the sun and light (Lathander in the Realms).
Favored Spells: Delayed blast fireball, Bigby's crushing hand, meteor swarm, mind blank, prismatic wall, time stop, wish; flame strike, heal, holy word, sunray, true seeing.

Spell-Like Abilities: At will: aid, alter self, charm monster, color spray, comprehend languages, continual light, cure light wounds, dancing lights, detect evil, detect invisibility, dispel magic, ESP, hold monster, improved invisibility (self only), spectral force, teleport without error (self only). Once a day: chain lightning, prismatic spray, wall of force. All are cast at 12th level.
Gaze: In his own form, any evil creature of 5 HD or less within 60 feet who meets his gaze must save vs. death magic or die. Every other creature, and evil ones who survive, must save vs. spell or flee in fear for 2d10 rounds.
Breath Weapon: Once a day, a 60-foot line of fire for 3d6 damage (save vs. breath weapon for half).
Globe Form: He can become a globe of golden light at will, taking a round to change. As a globe he flies and fires two light rays a round (range 300 feet, 2d12 damage each) but can't cast spells or use his gaze.
Tongues: He can speak with any creature that has a language.

Special Equipment: Valene (long sword +6, goldflame: +1d6 damage, +2d6 more against evil; included above), Christov's Crown (+4 Int, included above), ring of protection +5.

Conversion notes (how conversions are made):

  • 2nd Edition has no templates and no sorcerer class. His Wizard 17 and Sorcerer 2 become Mage 19, which also gives him 9th-level spells, as in 3e.
  • His cleric casting (the ghaele's own 14th-level casting plus his one cleric level) becomes Priest 15.
  • His 3e Strength of 33 becomes 21, a giant's Strength and the highest that suits a Medium creature. His Intelligence is 25 with the Crown, the 2nd Edition maximum.
  • His AC is natural AC 0 (celestial and dragon hide) with his ring of protection +5. His hit points carry over from 3e unchanged. THAC0 is that of a 10 HD monster, his ghaele heritage.
  • His 3e damage reduction becomes needing +1 or better weapons to hit, spell resistance 28 becomes 60% magic resistance, and resistance to acid and cold becomes half damage. Saves are the best of Mage 19 and Priest 15.
  • Valene and the Crown have only 3e write-ups. In 2nd Edition they work as written there: Valene's Reflex saves become saves vs. spell, and the Crown's eyes keep their listed spells. The 2nd Edition numbers above are new to this conversion.

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Half-Dragon (Brass) Ghaele Wizard 17/Sorcerer 2/Cleric 1 (Epic), Chaotic Good

Provisional build, awaiting review by DamienRahl.

Size/TypeMedium-size Dragon (Chaotic, Good)
Hit Dice10d10 + 17d4 + 2d4 + 1d8 + 90 (197 hp)
Initiative+5 (+1 Dex, +4 Improved Initiative)
Speed50 ft.; fly 150 ft. (perfect) in globe form
AC42 (+1 Dex, +18 natural, +8 bracers of armor, +5 ring of protection), touch 16, flat-footed 41
AttacksValene +37/+32/+27/+22 melee; or 2 claws +31 melee and bite +26 melee; or 2 light rays +21 ranged touch (globe form only)
DamageValene 1d8+17/19–20 plus 1d6 light (+2d6 more against evil); claw 1d4+11, bite 1d6+5; light ray 2d12
Face/Reach5 ft. by 5 ft./5 ft.
Special AttacksBreath weapon, gaze, light rays, spell-like abilities, spells, epic spells
Special QualitiesAlternate form, damage reduction 25/+1, SR 28, tongues, darkvision 60 ft., low-light vision, immune to electricity, fire, petrification, sleep and paralysis, acid and cold resistance 20, +4 racial bonus on saves against poison
SavesFort +23, Ref +21, Will +29
AbilitiesStr 33, Dex 12, Con 17, Int 33, Wis 20, Cha 18
SkillsConcentration +36, Craft (weaponsmithing) +44, Diplomacy +19, Knowledge (arcana) +44, Knowledge (the planes) +44, Listen +25, Scry +44, Sense Motive +20, Spellcraft +44, Spot +25, Wilderness Lore +25 (with the Crown's eye of nature)
FeatsAlertness, Blind-Fight, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Extend Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Evocation), Spell Penetration
Epic FeatsEpic Spellcasting, Improved Spell Capacity
Challenge Rating35
LanguagesCelestial, Common, Draconic, Elven, Infernal; tongues covers the rest

Breath Weapon (Su): Once per day, a 60-ft. line of fire for 3d6 damage (Reflex DC 17 half), from his brass dragon parent.
Gaze (Su): Humanoid form only, range 60 ft. Evil creatures of 5 HD or less must make a Will save (DC 29) or die, and are frightened for 2d10 rounds even if they succeed. Everyone else who fails the save is frightened.
Alternate Form (Su): As a standard action he can become a globe of golden light. As a globe he flies and fires two light rays (300 ft. range) but can't cast spells or use his gaze. In his own form he casts spells and fights with Valene but can't fly. True seeing shows both forms at once.
Spell-Like Abilities: At will: aid, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility, teleport without error (self plus 50 lb.). 1/day: chain lightning, prismatic spray, wall of force. Caster level 12th; save DC 14 + spell level.

Spells per Day

 01st2nd3rd4th5th6th7th8th9th10th
Wizard47776665321
Cleric67+16+16+15+15+13+12+11+1––
Sorcerer65–––––––––

Wizard: Caster level 17th; save DC 21 + spell level (23 + spell level for evocation). His 10th-level slot (Improved Spell Capacity) holds a lower-level spell with metamagic. Epic spells: 3 per day; he knows epic mage armor, greater spell resistance, hellball and superb dispelling.
Cleric: Casts as a 15th-level cleric (14th from his ghaele nature plus his one cleric level); save DC 15 + spell level. Domains: Good and Sun. He worships a god of the sun and light (Pelor, or Lathander in the Realms).
Sorcerer: Caster level 2nd; save DC 14 + spell level. Known: 5 cantrips and two 1st-level spells, a relic of his youth.
Favored Spells: Delayed blast fireball, forcecage, meteor swarm, mind blank, time stop, wish; flame strike, heal, holy aura, holy word, true seeing.

Valene: His own creation, forged over 30 years from the Poisoned Sunblade of the assassin Larlochii: a +6 goldflame magiusblade of mithril and celestian gold, the size of a greatsword but used as a longsword. It keeps him immune to fear and under protection from normal missiles, and against evil it bursts into golden flame and throws two balls of fire a round at nearby foes. Valene is sentient (Ego 38), loud and eager for battle, and casts as a 10th-level sorcerer on its own.

Christov's Crown: A circlet of silver strands and gold runes that adds +4 to Intelligence (included above) and screens him as by nondetection. Its ten eyes orbit him so he can't be flanked, can scout up to a mile away, and each has its own powers. While all ten rest in the crown he has the benefit of foresight (+2 insight bonus to AC and Reflex saves; he can't be caught flat-footed).

Possessions: Valene, Christov's Crown, bracers of armor +8, ring of protection +5, cloak of resistance +5, periapt of Wisdom +4, ring of freedom of movement; a +3 inherent bonus to Intelligence from wish (included above).

Building notes: Asharak described him only as "a 20th level wiz/sorc/cler half dragon, half celestial." Everything else here is a choice made for this site:

  • He is a ghaele eladrin (the celestial) with the half-dragon template. The ghaele fits his beauty, his greatsword-sized blade and his chaotic good sword.
  • Valene's magiusblade quality requires a chaotic creator and its goldflame quality a good one, so he is chaotic good. A half-dragon takes its dragon parent's alignment, so his dragon parent is a brass dragon (chaotic good, breathes fire) rather than a gold one.
  • "20th level" is read as 20 class levels on top of his 10 ghaele Hit Dice, 30 HD in all, under the Epic Level Handbook. His first 20 Hit Dice are his ghaele HD and wizard levels 1–10, so his base attack bonus is +15 plus a +5 epic attack bonus, and his base saves include a +5 epic save bonus.
  • Wizard 17 gives him 9th-level spells, which an archmage should have and Epic Spellcasting requires. The 2 sorcerer levels and 1 cleric level keep his "wiz/sorc/cler" description. His cleric level is stacked with the ghaele's built-in 14th-level cleric casting, which the rules don't spell out.
  • The ghaele's own +4 greatsword and its extra positive-energy damage are left out; Valene took its place.
  • All seven ability increases go to Intelligence, and the half-dragon template makes his type dragon, so effects aimed at outsiders don't affect him.

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Half-Dragon (Brass) Ghaele Wizard 17/Sorcerer 2/Cleric 1 (Epic), Chaotic Good

Provisional conversion, awaiting review by DamienRahl.

Size/TypeMedium Dragon (Augmented Outsider, Chaotic, Extraplanar, Good)
Hit Dice10d10 + 17d4 + 2d4 + 1d8 + 90 (197 hp)
Initiative+5
Speed50 ft. (10 squares); fly 150 ft. (perfect) in globe form
Armor Class42 (+1 Dex, +18 natural, +8 bracers of armor, +5 ring of protection), touch 16, flat-footed 41
Base Attack/Grapple+20/+31
AttackValene +37 melee (1d8+17/19–20 plus 1d6 light, +2d6 more against evil) or claw +31 melee (1d4+11) or light ray +21 ranged touch (2d12, globe form only)
Full AttackValene +37/+32/+27/+22 melee (1d8+17/19–20 plus 1d6 light, +2d6 more against evil); or 2 claws +31 melee (1d4+11) and bite +26 melee (1d6+5); or 2 light rays +21 ranged touch (2d12, globe form only)
Space/Reach5 ft./5 ft.
Special AttacksBreath weapon, gaze, light rays, spell-like abilities, spells, epic spells
Special QualitiesAlternate form, damage reduction 10/cold iron and evil, SR 28, protective aura, tongues, darkvision 60 ft., low-light vision, immunity to electricity, fire, petrification, sleep and paralysis, resistance to cold 10
SavesFort +23, Ref +21, Will +29
AbilitiesStr 33, Dex 12, Con 17, Int 32, Wis 21, Cha 18
SkillsConcentration +36, Craft (weaponsmithing) +44, Diplomacy +19, Knowledge (arcana) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Listen +25, Sense Motive +20, Spellcraft +46, Spot +25, Survival +25 (with the Crown's eye of nature)
FeatsAlertness, Blind-Fight, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Extend Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration
Epic FeatsEpic Spellcasting, Improved Spell Capacity
Challenge Rating35
LanguagesCelestial, Common, Draconic, Elven, Infernal; tongues

Breath Weapon (Su): 1/day, 60-ft. line of fire, 6d8 fire, Reflex DC 18 half.
Gaze (Su): Humanoid form only, range 60 ft., Will DC 29. Slays evil creatures of 5 HD or less, and evil creatures that fail are also affected by fear for 2d10 rounds. Nonevil creatures and evil creatures with more than 5 HD must save or suffer the fear effect.
Alternate Form (Su): As a standard action he becomes an incorporeal globe of golden light 5 feet across. As a globe he flies and fires light rays (300 ft., overcoming any damage reduction) and can use spell-like abilities, but he can't cast spells or use his gaze.
Spell-Like Abilities: At will: aid, charm monster (DC 18), color spray (DC 15), comprehend languages, continual flame, cure light wounds (DC 15), dancing lights, detect evil, detect thoughts (DC 16), disguise self, dispel magic, greater invisibility (self only), hold monster (DC 19), major image (DC 17), see invisibility, greater teleport (self plus 50 lb.). 1/day: chain lightning (DC 20), prismatic spray (DC 21), wall of force. Caster level 12th.

Spells per Day

 01st2nd3rd4th5th6th7th8th9th10th
Wizard47776665321
Cleric67+16+16+15+15+13+12+11+1––
Sorcerer65–––––––––

Wizard: Caster level 17th; save DC 21 + spell level (22 + spell level for evocation). His 10th-level slot (Improved Spell Capacity) holds a lower-level spell with metamagic. Epic spells: 3 per day; he knows epic mage armor, greater spell resistance, hellball and superb dispelling.
Cleric: Casts as a 15th-level cleric (the ghaele's 14th plus his cleric level); save DC 15 + spell level. Domains: Good and Sun.
Sorcerer: Caster level 2nd; save DC 14 + spell level.
Favored Spells: Delayed blast fireball, forcecage, meteor swarm, mind blank, time stop, wish; flame strike, heal, holy aura, holy word, true seeing.

Valene and Christov's Crown work as written on their pages (their 3e rules need no change for 3.5). Possessions: Valene, Christov's Crown, bracers of armor +8, ring of protection +5, cloak of resistance +5, periapt of Wisdom +4, ring of freedom of movement; +3 inherent bonus to Intelligence from wish.

Conversion notes (how conversions are made):

  • Built the same way as the 3e version, with the 3.5 ghaele and half-dragon. The 3.5 ghaele has Int 16 and Wis 17 (3e: 17 and 16), so his Intelligence is 32 and his Wisdom 21; the modifiers don't change.
  • His type becomes dragon with the augmented outsider subtype, so he keeps an outsider's traits.
  • The 3.5 ghaele's damage reduction is 10/cold iron and evil, and its resistances are cold 10 and fire 10. His fire immunity from his brass dragon parent covers the fire.
  • Breath weapon follows the 3.5 half-dragon: 6d8, DC 10 + half his racial Hit Dice + Con modifier.
  • Spell-like abilities use their 3.5 names (disguise self, greater invisibility, greater teleport), with DCs from his Charisma 18.
  • Scry is gone in 3.5, so those ranks go to Knowledge (religion); Wilderness Lore becomes Survival, and Spellcraft gains the +2 synergy bonus from Knowledge (arcana).
  • Evocation DCs are +1, not +2: Spell Focus gives +1 in 3.5.

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Medium Celestial (Ghaele, Half-Dragon), Wizard (School of Evocation) 17/Sorcerer (Draconic Bloodline) 2/Cleric (Light Domain) 1, Chaotic Good

Provisional conversion, awaiting review by DamienRahl.

Armor Class19 (natural armor, ring of protection)
Hit Points145 (19d6 + 1d8 + 62)
Speed30 ft.; fly 90 ft. (hover) in globe form
AbilitiesStr 20 (+5), Dex 12 (+1), Con 17 (+3), Int 22 (+6), Wis 20 (+5), Cha 18 (+4)
Saving ThrowsStr +6, Dex +2, Con +4, Int +13, Wis +12, Cha +5
SkillsArcana +12, History +12, Insight +11, Religion +12
Damage ResistancesAcid, cold, fire, radiant; bludgeoning, piercing and slashing from nonmagical attacks
Damage ImmunitiesLightning
Condition ImmunitiesFrightened (while holding Valene), paralyzed, petrified
SensesBlindsight 10 ft., darkvision 60 ft., passive Perception 15
LanguagesCelestial, Common, Draconic, Elvish, Infernal; tongues
BackgroundSage
Proficiency Bonus+6

Ghaele Heritage (carried over from 3rd Edition):
Magic Resistance: Christov has advantage on saving throws against spells and other magical effects.
Tongues: He understands and can speak any language that has speakers.
Globe Form: As an action he becomes a globe of golden light, or returns to his own form. As a globe he can fly and hover, use his innate spells and fire light rays, but can't cast his class spells, attack with Valene or use his gaze.
Innate Spellcasting: His innate spellcasting ability is Charisma (spell save DC 18). He can cast these spells without material components. At will: comprehend languages, continual flame, dancing lights, detect evil and good, detect thoughts, major image, see invisibility. 3/day each: cure wounds, dispel magic, greater invisibility (self only), hold monster, teleport (self only). 1/day each: chain lightning, prismatic spray, wall of force.

Arcane Recovery: Once a day after a short rest, he recovers spell slots totaling up to 9 levels (none above 5th).
Evocation: Sculpt Spells (he protects up to 1 + spell level creatures from his evocations), Potent Cantrip, Empowered Evocation (+6 damage on one roll of a wizard evocation) and Overchannel (maximum damage from a wizard spell of 5th level or lower, with necrotic damage on later uses that day).
Draconic Bloodline (brass): Draconic Resilience (+2 hit points, included). Font of Magic: 2 sorcery points, which he can trade for spell slots or the reverse.
Warding Flare (5/Day): As a reaction when a creature within 30 feet attacks him, he imposes disadvantage on the attack roll.

Actions
Valene (+3 Longsword): Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage, or 13 (1d10+8) two-handed, plus 3 (1d6) radiant damage, or 10 (3d6) radiant against an evil creature.
Light Rays (Globe Form Only): Christov fires two rays. Ranged Spell Attack: +12 to hit, range 300 ft., one target each. Hit: 13 (2d12) radiant damage.
Holy Gaze (Recharge 5–6; Own Form Only): Each creature of his choice within 60 feet that can see him must make a DC 18 Wisdom saving throw. On a failure, it is frightened of him for 1 minute (it repeats the save at the end of each of its turns). An evil creature with 30 hit points or fewer that fails drops to 0 hit points.
Breath Weapons (Recharge 5–6): He uses one of these:
  Fire Breath. A 20-foot line that is 5 feet wide. Each creature in the line makes a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failure, or half as much on a success.
  Sleep Breath. A 15-foot cone. Each creature in it must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute, until it takes damage or someone uses an action to wake it.

Spellcasting: Christov is a 20th-level spellcaster. His wizard spellcasting ability is Intelligence (spell save DC 20, +12 to hit), his cleric ability is Wisdom (DC 19, +11) and his sorcerer ability is Charisma (DC 18, +10).
Wizard cantrips (at will): fire bolt, mage hand, prestidigitation, ray of frost, shocking grasp
Cleric cantrips (at will): guidance, light, sacred flame, spare the dying
Sorcerer cantrips (at will): green-flame blade, mending, message, minor illusion
Spell slots: 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (3), 6th (2), 7th (2), 8th (1), 9th (1)
Wizard (23 prepared): 1st: magic missile; 2nd: misty step, scorching ray; 3rd: counterspell, dispel magic, fireball, fly; 4th: banishment, Otiluke's resilient sphere; 5th: Bigby's hand, scrying, wall of force; 6th: chain lightning, globe of invulnerability, true seeing; 7th: delayed blast fireball, forcecage; 8th: maze, mind blank, sunburst; 9th: meteor swarm, time stop, wish
Cleric (6 prepared, plus domain spells*): 1st: bless, burning hands*, cure wounds, faerie fire*, guiding bolt, healing word, sanctuary, shield of faith
Sorcerer (known): 1st: absorb elements, chromatic orb, shield

Legendary Prowess (for his ghaele Hit Dice and his power above 20th level):
Legendary Resistance (3/Day): If Christov fails a saving throw, he can choose to succeed instead.
Legendary Actions (3/Round): Christov can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
  Cantrip. Christov casts a cantrip.
  Strike. Christov makes one attack with Valene or fires one light ray.
  Golden Step (Costs 2 Actions). Christov teleports up to 60 feet to an unoccupied space he can see, in a flash of golden fire.

Valene (weapon (longsword), legendary, sentient, requires attunement by a good creature): A +3 longsword of mithril and celestian gold, the size of a greatsword. While attuned, Christov can't be frightened and is immune to damage from nonmagical ranged weapon attacks. Its golden flame deals an extra 1d6 radiant damage, or 3d6 against evil creatures (included above), and undead it reduces to 0 hit points are destroyed. Against evil, once per turn it hurls two motes of golden flame at up to two creatures within 20 feet: each must make a DC 18 Dexterity save or suffer one random spell from its list (see its page). Valene is chaotic good, with Int 22, Wis 16 and Cha 24, speaks telepathically and casts spells as a 10th-level sorcerer.

Christov's Crown (wondrous item, artifact, requires attunement): His Intelligence increases by 2, to a maximum of 22 (included above), and he is hidden from divination as by nondetection. Its ten eyes orbit him: attackers can't gain advantage against him from flanking or from being unseen, and he can send any eye up to a mile away as an arcane eye. While all ten rest in the crown, he can't be surprised and has advantage on initiative rolls and Dexterity saving throws. Each eye's own powers are on the Crown's page; use them as the spells they name, save DC 20.

Possessions: Valene, Christov's Crown, ring of protection, white and gold robes.

Conversion notes (how conversions are made):

  • 5e has no ghaele and no way to add class levels to a monster, so he's built as a 20th-level character, exactly Asharak's "20th level wiz/sorc/cler." His ghaele and half-dragon traits are carried over, and Legendary Resistance and legendary actions stand in for his ten ghaele Hit Dice.
  • Wizard (School of Evocation) matches his 3e Spell Focus (evocation); Sorcerer (Draconic Bloodline, brass) is the 5e home for his dragon blood; Cleric (Light Domain) stands in for his sun-god cleric level. As a multiclass caster he has the spell slots of a 20th-level caster, and Wizard 17 lets him prepare 9th-level spells.
  • Abilities: Strength 33 becomes 20 and Intelligence 22 with the Crown (the 5e maximum for a character without an artifact). The others carry over. His four Ability Score Improvements are absorbed into these scores.
  • Hit points are the average for his class Hit Dice, plus Draconic Resilience. His 3e natural armor becomes natural armor 17 (base AC 18 with Dexterity), plus a ring of protection.
  • The half-dragon template (Monster Manual) gives blindsight, darkvision, fire resistance and a brass wyrmling's two breath weapons. Spell resistance becomes Magic Resistance, damage reduction becomes resistance to nonmagical weapons, and the ghaele's other immunities and resistances carry over.
  • The ghaele's at-will spell list is cut back to 3/day or 1/day for its strongest spells, its gaze becomes Holy Gaze, and its light rays use his spell attack. These numbers are new to this conversion.
  • 5e magic weapons stop at +3, so Valene becomes a legendary +3 longsword; its 3e +6 enhancement and magiusblade spells are condensed as above. The Crown's constant foresight would be far too strong in 5e, so it becomes surprise immunity and advantage on initiative and Dexterity saves.
  • The Crown and Valene use two of his three attunement slots, so his 3e bracers, cloak and periapt are dropped; the ring of protection takes the third slot.

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Description: Christov is breathtaking, as celestials often are: tall and slender, with fine elven features, pale gold hair and eyes like molten gold. His dragon blood shows as a fine tracery of brass scales at his temples and along the backs of his hands, and a warmth that never leaves his skin. He dresses in white and gold, and the ten eyes of his crown drift around him in a slow, glittering orbit. When he goes to war he arrives in a show of light and flame, often by burning the door down with a finger of golden fire.

Personality: Serene, patient and deliberate, Christov is the calm at the center of his own storm. He spent 30 years on a single sword and thinks in decades rather than days. He fights his enemies' masters himself and leaves their underlings to Valene, whose loud complaints about "never getting to do any of the fun stuff" he endures with good humor.

History: Christov's past is mostly unknown. His great deed was defeating the assassin Larlochii and taking the poisoned sunblade the killer carried. He spent the next 30 years purifying and reforging it, and the result was Valene. His crown is the first of several artifacts that bear his name. They have made him a target: the thief Richard Abbadon, who saw him on the battlefield, once tried to steal the crown from his tower, with his partner Essak Tryfan begging him the whole time to run.

Allies:
Valene (intelligent longsword; Int 22, Wis 16, Cha 24, Ego 38).

Enemies:
Larlochii (assassin, defeated), Richard Abbadon (human m; wizard, thief), Essak Tryfan (human m; thief).


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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.