Phinegol Atropos (5e D&D)

Recently read through the 3.5e version of Kedge Keep. Kedge Keep is one of my favourite video game dungeons even to this day.  I liked the expanded lore and details provided by the 3e conversion of the dungeon, and thought it would be cool to create a 5e version.  The original Phinegol is a CR 35 monster and is a maximum level caster of every class.  


PHINEGOL ATROPOS
Medium humanoid (Kedge), chaotic evil
AC 27 (idol, kedge armour, robe); HP 1,197Speed 20 ft., Swim 30 ft.
STR +0, DEX +3, CON +3, INT +10, WIS +5, CHA +5
Saving Throws CON +12, INT +19, WIS +14, CHA +14
Skills Proficient in ALL INT (+19), WIS (+14), CHA (+14) based skills.
Resistances All
Immunities charmed, exhaustion, frightened, paralyzed, poisoned; poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses Truesight 120 ft., passive Perception 24
Languages Kedge, Ancient Dwarvish, Ancient Gnome, Common, Dwarf, Elder Elvish, Elvish
CR 30 (155,000 XP); Proficiency Bonus +9
  • Magic Resistance. Phinigel Autropos has advantage on saving throws against spells and other magical effects. This effects is provided by his red robe of the kedge.
  • Telepathy. Due to his golden idol of Prexus, Phinigel may communicate telepathically with any aquatic creature within 100 feet. Aquatic creatures with Intelligence scores of 1 or 2 never attack him unless provoked.
  • Underwater Casting. Being apt spell casters naturally adapted to the water, kedge may cast spells normally in such conditions.
  • Universal Arcanist.  Phinigel’s soul is crowded with the arcane knowledge and aptitude of every kedge who once lived. He can prepare spells from any spell casting class and from any relevant sourcebook – even if this is spell not normally available to PCs.
  • Legendary Resistance (3/Day). If Phinigel Autropos fails a saving throw, he can choose to succeed instead.
  • Grim Harvest (1/Turn). Phinigel Autropos kills a creature that is neither a construct nor undead with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.
  • Transmuter’s Stone. Phinigel Autropos carries a magic stone he crafted. The stone grants him one of the following benefits while bearing the stone; he chooses the benefit at the end of each long rest:
    • Resilience. The transmuter has proficiency in Constitution saving throws.
    • Resistance. The transmuter has resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever choosing this benefit).
    • Speed. The transmuter’s walking speed is increased by 10 feet.

Actions

Bonus Actions

  • Summon Undead (1/Day). Phinigel Autropos magically summons five skeletons or zombies (both appear in the Monster Manual). The summoned creatures appear in unoccupied spaces within 60 feet of him, whom they obey. They take their turns immediately after Phinigel. Each lasts for 1 hour, until it or the Phinigel dies, or until the he dismisses it as a bonus action. They always appear as sea life. For example, a zombie octopus or skeletal shark. 
  • Summon Elemental (1/Day). Phinigel Autropos magically summons 1d4+1 water elemental‘s (all appear in the Monster Manual). The elemental appears in an unoccupied space within 60 feet of Phinigel Autropos, whom it obeys. It takes its turn immediately after him. It lasts for 1 hour, until it or Phinigel Autropos dies, or until he dismisses it as a bonus action.

Reactions

  • Arcane Ward (Recharge 3–6). When Phinigel Autropos or a creature he can see within 30 feet of it takes damage, he magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 32 (4d10 + 10), to a minimum of 0, and then vanishes.
  • Instinctive Charm (Recharge 3–6). When a visible creature within 30 feet of Phinigel Autropos makes an attack roll against him, Phinigel Autropos forces the attacker to make a DC 27 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than Phinigel Autropos or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.

Legendary Actions

The Phinigel Autropos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Phinigel Autropos regains spent legendary actions at the start of its turn.

  • Power Overwhelming. Phinigel Autropos casts a spell.
  • Blue. Phinigel Autropos uses his Blue Crystal Staff.
  • Blue Staff. Phinigel Autropos makes one attack with her demon staff.
  • Displacement (Costs 2 Actions). The illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect lasts for 1 minute, and it ends early if the illusionist takes damage, if it is incapacitated, or if its speed becomes 0.
  • Overwhelming Revelation (Costs 2 Actions). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 45 (10d8)psychic damage and is stunned until the end of the diviner’s next turn. On a successful save, the creature takes half as much damage and isn’t stunned.

Gear*

  • red robe of the kedge – here were once numerous “robes of the kedge” that provided many different enhancements to their wearers, and they varied considerably in relative power. Most of these were lost in the disaster that wiped out the kedge. The red garment worn by Phinigel Autropos is one such robe, although it is almost certainly among the most powerful of its kind ever created. This item acts as +3 raw silk armor with the spell resistance 21 quality. When worn by a non-aquatic creature, it functions as +1 raw silk (no special qualities) and grants only half the value of the other bonuses listed below(round down). Robe of the Kedge (AC +5, max Dex +9, check +O; hardness 4,7 hp, BreakDC22) and Con +3, mana +99.
  • hammerhead helm – These helms were once worn by kedge warriors, but adjust automatically to fit any humanoid from halfling to ogre-size. Each is crafted from silvery-blue metal in the form of a hammerhead shark‘s head. When worn underwater, this helm is weightless and provides Str +3, Con +3, AC +2.
  • kedgemail gauntlets – The ancient kedge are said to have crafted many different types of magical arms and armor. Today, one of the few extant examples of such armor are these light, flexible gauntlets made from a strange opalescent metal that changes color in different lighting, reflecting a rainbow of colors and provide its attuned user Str +1, Dex +2, mana +4.
  • blue crystul staff – This staff, crafted from faintly luminescent, virtually weightless blue crystal, was originally owned by the high elf wizard Sylen Tym, who met his doom while flying over the vicinity of Kedge Keep. Phinigel Autropos became aware of the powerful staff and, for some reason, attacked the elf in a sudden fit of rage; in the end, Sylen plunged to his death into the Cauldron, and Phinigel claimed the blue crystal staff for himself. This item functions as a quarterstaff with a +4 bonus to attacks and a +3 bonus to damage, and it has the bludgeoning and hardness qualities. Blue Crystal Staff (ld6+3/ld6+3, crit 19-20, delay 5; AC 6, hardness 13, 18 hp, Break DC 26). Int +3, hp +2, mana +5, cold resistance (8),electricity resistance (8),fire resistance (8),sonic resistance (8),cold save +2, electricity save +2, fire save +2, sonic save +2
  • squallsurge shawl – Within the watery confines o f the dungeon o f Kedge Keep, rumor has surfaced of another sort of fabled shawl. This one too, i t is said, while mildewed and stained, still holds great power. Con +2, mana +9. Focus effect: Extended Affliction I I .
  • wand of mana tapping – This short, stout black wand can be used as a club if needed, but its primary function is to drain magical energies from the wielder’s foes. Many variations on this item exist across Norrath, but this design is the most common. T h e version carried by Phinigel Autropos is black, covered with wave-like friezes and stylized images of octopi and other sea creatures. This object can be used as a club, although it grants no bonuses to attack or damage when so used. However, it can process (Proc DC 20) the w w tap effect on any successful strike: This drains ld4 points of mana from the victim (no save, although SR applies) – see the entry under Actions for 5e conversion.
  • kedge horn – ?
  • velium imbued black pearl circlet – ?
  • golden idol of Prexus – ?

*3e anachronism left unchanged.


For the maschochists out there, here is the original 3e stat-block.