The Halls of Tizun Thane
Spellcasting. Tizun Thane was an archmage of 17th-level. Therefore, its spellcasting ability is Intelligence (spell save DC 8, -2 to hit with spell attacks). Thraaak can cast disguise self at will and has the following wizard spells prepared: 1st level (4 slots): detect magic, identify, mage armor*, shield 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly Alternate Spell List: (Aggressive: big warning here as a single fireball could easily kill a whole party) 1st level (4 slots): magic missile, sleep, mage armor*, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): fireball, fireball
Brain Eating. On devouring a humanoid brain, the gu'en deeko gains the knowledge of the victim. It also gains levels, spells, and abilities of the victim, including languages, etc.. These memories and skills fade after a year if not consumed, as in the case of spells, which cannot be relearned in a normal fashion. Hit points gained become permanent addition (limited to their monstrous nature, 6d10+18), and are regained upon resting.
Multiattack. The yeti can make two claw attacks or cast a spell. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Counterspell: https://www.dndbeyond.com/spells/2051-counterspell
Thraaak is the name of the gu’en deeko in service to Tizun Thane. Upon being tricked into killing his master, Thraaak has gone insane. He suffers from the insane condition. Belittiling Laugh. Role Playing. When casting spells, he utters a twisted laugh, a version of Tizun Thane’s own. Magic Items.:
Tactics. You will notice the spells that Thraaak has left are all defensive in nature, this is intentional, as is the low armor class and high hit points to have this be a fun and challenging fight that is ultimately winnable by low level PCs. Thraaak knows where Tizun Thane’s treasure is and will fight to the death to protect it.
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