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  1. Postaci

Nawab Maarham

Nobleman
NPC

A leader of a powerful nobles family whose wealth and power flows from their influence in the poorer districts of the city. 

STATS

Nawab Maarham, Wizard of the Veiled Alliance

Medium humanoid (human), neutral

Armor Class: 14 (padded armor)

Hit Points: 110 (13d8 + 39)

Speed: 30 ft.

STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 18 (+4) WIS 12 (+1) CHA 8 (-1)

Saving Throws: Int +7, Wis +4

Skills: Arcana +7, History +7, Insight +4, Perception +4

Senses: passive Perception 14

Languages: Common, Draconic, Elvish

Challenge Rating: 6 (2,300 XP)

Spellcasting: Nawab Maarham is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

  • 1st level (4 slots): detect magic, mage armor, magic missile, shield

  • 2nd level (3 slots): detect thoughts, invisibility, web

  • 3rd level (3 slots): counterspell, fireball, lightning bolt

  • 4th level (3 slots): dimension door, greater invisibility, ice storm

  • 5th level (2 slots): cone of cold, hold monster

  • 6th level (1 slot): disintegrate

Actions:

  • Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with two hands.

  • Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4) piercing damage.

Special Abilities:

  • Veiled Alliance Magic. Nawab Maarham has access to additional spells as a member of the Veiled Alliance. He can cast the following spells once per day each:

    • Levitate
    • Disguise Self
    • Detect Thoughts
  • Spellbook. Nawab Maarham carries a spellbook containing all of his prepared spells as well as several additional wizard spells. If the spellbook is lost or destroyed, he can replace it by copying spells from other spellbooks or scrolls.

  • Noble Privilege. Nawab Maarham is a member of the nobility and has connections and resources that he can call upon for assistance. He has advantage on Charisma (Persuasion) checks made when dealing with other nobles or officials in Raam.