b'Merlin Ambrosius \n'b'  Medium   humanoid  (human),  neutral good  \n'b'  Armor Class  16 (19 with  mage armor )  Hit Points  289 (34d8+136)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX:  18 (+4)  CON:  19 (+4)  INT:  22 (+6)  WIS:  19 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +12,  Con  +12,  Int  +14,  Wis  +12  Skills   Arcana  +14,  History  +14,  Insight  +12,  Investigation  +14,  Nature  +14,  Perception  +12,  Religion  +14,  Survival  +12  Damage Resistances  force, poison  Damage Immunities  psychic  Condition Immunities   charmed ,  frightened ,  poisoned   Senses  truesight 200 ft., passive  Perception  22  Languages  Common, any 12 languages  Challenge  25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Ageless . Merlin cannot suffer from frailty of old age, die from old age, or be aged magically. \n'b'  Cloak of Displacement . While he is not  incapacitated  or otherwise unable to move, Merlin appears in a place near his actual location and creatures have disadvantage on  attack  rolls against him. If Merlin takes damage, this feature ceases to function until the start of his next turn. \n'b'  Gun Turrets (1/Long Rest) . By spending an action, Merlin conjures 1d4+1 gun turrets that appear and fire, firing again each turn until he commands them to stop. These gun turrets have AC 17, 80  hit points \xe2\x80\x93  Ranged Weapon Attack : +14 to hit, range 200/800 ft., one target;  Hit : 17 (2d10+6) piercing damage. When they are summoned and again at the start of each of his turns, Merlin can exempt himself and up to 6 other creatures as targets. \n'b'  Spellcasting . Merlin is a 26th-level spellcaster that uses  Intelligence  as his spellcasting ability (spell save DC 22; +14 to hit with spell attacks). Merlin has the following spells prepared from the  wizard\xe2\x80\x99s  spell list: Cantrips (at will):  acid splash ,  mage hand ,  mending ,  message ,  minor illusion ,  shocking grasp \n'b'\n'b'  1st-level (4 slots) :  detect magic ,  expeditious retreat ,  mage armor ,  magic missile ,  shield ,  thunderwave  \n'b'  2nd-level (4 slots) :  detect thoughts ,  invisibility ,  misty step ,  scorching ray ,  shatter  \n'b'  3rd-level (4 slots) : counterspell,  dispel magic ,  fireball ,  haste ,  lightning bolt  \n'b'  4th-level (4 slots) : faithful hound,  fire shield ,  ice storm ,  polymorph ,  stoneskin  \n'b'  5th-level (4 slots) :  cone of cold ,  conjure elemental ,  hold monster ,  wall of force  \n'b'  6th-level (3 slots) :  disintegrate ,  freezing sphere ,  irresistible dance ,  sunbeam  \n'b'  7th-level (2 slots) :  arcane sword ,  forcecage ,  prismatic spray ,  teleport  \n'b'  8th-level (2 slots) :  control weather ,  incendiary cloud ,  maze ,  mind blank  \n'b'  9th-level (2 slots) :  meteor swarm ,  time stop ,  wish  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Merlin attacks four times with his technostaff, or he casts a spell and attacks twice with his technostaff. \n'b'  Technostaff .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 8 (1d8+4) bludgeoning damage plus 18 (8d8) force damage. \n'b'  Technostaff .  Ranged Weapon Attack : +13 to hit, range 200/800 ft., one target.  Hit : 12 (2d6+5) radiant damage plus 18 (8d8) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Technomagic Brawler . When Merlin has at least one hand free and is the target of a spell, he can use his  reaction  to roll 1d20; on a result of 5 or higher, Merlin absorbs the magic into his open hand. He can spend a bonus action to fire the magic as a raw beam of energy targeting a creature or object within 100 feet, dealing 2d6 force damage per spell level cantrips count as 1st-level spells). Merlin cannot absorb spells that target an area or spells of 9thlevel, and an absorbed spell dissipates if it is not expended before the end of his next turn. \n'b'\n'b' ABOUT \n'b' The greatest wizard\xc2\xa0 traveled far beyond the wooded isles that were once his home, bearing witness to the rise and fall of empires, the destruction of stars, and so much more. Merlin\xe2\x80\x99s immortal eyes have seen the hubris of humankind and he knows that violence only begets more violence, so the old mage always attempts to understand and negotiate with attackers before resorting to force. Travel between dimensions and across time has also taught him new and different ways to defend himself-he has mastered the arts of technology, and with it at his gloved fingertips few assaults against him last very long. \n'b' Regardless of how much Merlin has learned his curiosity remains and he still seeks out places of power, events of great significance, and individuals destined to play a grand part in history. In the demiplane where his original tower still stands he keeps a horde of artifacts both magical and technological, some of which he trades for knowledge regarding locusts of arcana or secrets he has not (or cannot) pry from reality\xe2\x80\x99s grasp. While he seeks to be an ally to most, Merlin Ambrosius always stands against evil no matter its form.'