Asutali

## Rules Information

* 5e

**Asutali** is a Level 20 Serpentfolk Wizard.

## Biography

### Childhood and Early Life

Asutali was raised from an egg by an old human wizard, whom she knew only by the name Diero. They lived isolated in the wilderness of Aldia, east of Fallhammer. The old wizard kept much of his past hidden from a young Asutali, but he frequently allowed her to assist with his research. When Diero discovered Asutali had natural aptitude for magic, he began teaching her the basics of wizardry. When Asutali was 12, Diero mysteriously disappeared in what she thought was an experiment gone wrong.

### Independent Studies

Upon the disappearance of Asutali's mentor, she discovered the old man's spellbook tucked away in a secret compartment in his house. This book was supposedly full of Diero's spells and research notes, but the pages were instead full of passages from other books, partially completed spells and recipes, random blank pages, poems, scribbles, drawings, and gibberish, written in several languages, with various scripts, by many hands, and sometimes in code. For years, Asutali studied Diero's other tomes in a futile attempt to decipher his spellbook. Although those answers evaded her, she learned much about wizardry, becoming a proficient spellcaster.

### Life in the Military

At the age of 19, Asutali was discovered by soldiers from the New Monarchy. Asutali fled deeper into the wilderness to hide from the New Monarchy's forces, but she was eventually captured and coerced into serving as an army mage. After 15 years of reluctant service and several attempts on her life, Asutali faked her own death to desert the New Monarchy's military and flee the state.

### Adventuring Life

**Arc 1:** Fleeing south from the New Monarchy and its conflict, Asutali joined up with a half-orc by the name Shump (somewhere), and later with Huron, a soldier who helped her pass through a military garrison. Arriving in Tyrland, Asutali met the rest of the Usual Suspects, whom she now accompanies. She lived in a shantytown outside the city of Leiton for a time. After doing a few jobs for the city guard and for the dwarves of the Fist of Freedom, Asutali was recruited by the dwarf she knew as Tuderick to work as a mercenary for Mzundelft-in-Exile. In Erdenheim, the underground city of this dwarven organization, she was reunited with her guardian Diero, who revealed to her much information on the multiverse, her own existence, and on the plans of the dragon Logarius. Accompanying the rest of the Usual Suspects and the dwarves on their mission to reclaim the lost kingdom of Mzundelft, Asutali helped defeat both Logarius and the hordes of drow attacking the dwarven expedition.

**Arc 2:** Because of her efforts in aiding the reclamation of Mzundelft, Hjartarson Coldwind bestowed the title of Dwarf-Friend upon Asutali, as well as her companions, and promised them a manor and a sizeable sum of gold. However, before these rewards could be given to the Usual Suspects, Fredgar Whitehelm framed the Usual suspects, forcing Asutali and her companions to retreat to the Underdark. From there, she and the Usual Suspects teleported back to the Golden Tower, with the help of several pixies, in an attempt to prevent Whitehelm from accessing the device that originally destroyed Mzundelft. In the Arcaneum, she encountered and fought not Whitehelm, but the Impostor, an extraplanar being seemingly bent on reactivating the machine there. After defeating this being, Asutali convinced her companions to seek Aldenburgh to learn more about their nature as the vessels of dragon souls.

While traveling to Roulan to discover the whereabouts of Aldenburgh, Asutali and the Suspects have run-ins with Drow, a Dwarven gang, and Aldian customs officials. After dealing with these, Asutali finally arrived in Roulan and attempted to uncover the information she was after. After drying up her leads, she and JoJo decided to perform a heist they were asked to do by Rurmek Undershield before they left the city. However, after getting caught in the act, Provost Henselijn imprisoned her companions and forced them to follow Krispin van ter Haar and perform a job for the Athenaeum in Heaven's Reach. The Provost later contacts Asutali with some important information about the Athenaeum, and sends her to Heaven's Reach after her companions. Upon completing their task, Asutali and the Suspects return to Roulan, where they are seeminly betrayed by the Provost to the White Covenant. After she once again flees, Asutali is tracked down by the Provost again, accompanied by Diero, and the two mages reveal their plans to Asutali. After she helps her companions escape the Covenant's prisons, Asutali and the Suspects pick up a few jobs around the city, including ones for the Crimson Cobras and the artificer Curioll Nirmarth. These jobs lead to violence against the Covenant, an encounter with Gwyon de Glauver, and an alliance with the dwarves in the Frostview. Eventually, the rising tensions with the Covenant culminate in a showdown against High Inquisitor Grandahl and several of his subordinates.

**Arc 3:** After JoJo wins the royal contest of bardcraft, Asutali is invited to the Royal palace with the rest of the Suspects to a gala celebrating the coming-of-age of Karine d'Istiniac, the heir-apparent of Aldia. There, Provost Henselijn offers Asutali a position at the Athenaeum as the Headmaster of Sociology, as well as a set on the Aetherial Council, which she accepts. The celebrations are cut short, however, as countless red and black dragons pour forth from an extraplanar portal above the palace.

After fighting off some dragons and regrouping after the battle with her companions at the Frostview, Diero gives her the phylactery containing the gate to Aldenburgh - the home of the ancient purple dragon, Neia. Neia tells Asutali and the Suspects much about the universe, and gives the party the final two purple eyestones.

Later, Asutali helps defend Roulan from an invasion by a Hellianese fleet backed by the Red Realms, saving the flagship of the Aldian navy from destruction. Shortly after that, Asutali assists Ulfgar in defeating Moradin, the Dwarf-Father and the holder of the final platinum eyestones.

With Moradin defeated, the balance of power in the multiverse shifts. Asutali is approached by Friede, the master of the Ashen Dominions, and makes a deal with the dragon. Aldia also takes advantage of the shifting power structure and beings plotting a coup in Keldar, with Asutali and the Suspects leading a strike on the nation's rulers. At the ensuing battle, Asutali scorches hundreds of civillians in collateral damage, causing Radovius to make an appearance and put an end to the fighting. However, Vidine suddenly appears as well, dealing Radovius a severe blow, scattering the remaining Aldian and Keldari forces, and capturing Huron. After Jojo rescues the Suspects with a Wish spell, Asutali returns to the battlefield. There, Asutali casts a Wish herself, reviving all the citizens who were killed in the fighting, among others. However, the strain of this spell causes Asutali to lose the ability to cast Wish ever again.

## Past Lives

The dragon soul Asutali carries has lived a number of past lives. The lives Asutali is aware of are listed below, in roughly chronological order.

* **Avaryx**, the green dragon (A long time ago). Avaryx was one of the seven lieutenants of Logarius the Conquerer. Her soul was cursed by the gods to always remain in the mortal realm, and has traveled between a number of hosts over the centuries.
* A dwarven engineer (~40 3A). This dwarf was one of the seven responsible for finding the eyestones under Mzundelft, and he helped Hjartarson (whom Asutali knows as Tuderick) to create the terrible device in the Arcaneum at the top of the Golden Tower.

## Description

### Appearance

* **Race:** Serpentfolk (Yuan-ti Pureblood)
* **Age:** 34
* **Height:** 5' 9"
* **Weight:** 130 lbs.
* **Skin:** White (Albino)
* **Hair:** White
* **Eyes:** Pink
* **Distinguishing Marks:** Fangs, Scaled forearms (Other than these, Asutali appears mostly Human.)
* **Scales:** White

## Abilities

* **Enchantment Savant:** Asutali can copy enchantment spells into her spellbook twice as fast, and for half the cost.
* **Darkvision:** Asutali can see in dim light within a radius of 60 feet as if it were bright light, and in darkness as if it were dim light. She can’t discern color in Darkness, only shades of gray.
* **Hypnotic Gaze:** Asutali can magically enthrall another creature as an action, causing one creature within 5 feet to be charmed and incapacitated. Asutali may maintain this effect on subsequent turns as an action.
* **Instinctive Charm:** When a creature within 30 feet attacks Asutali, she may use her reaction to divert the attack to the next nearest creature to the attacker.
* **Magic Initiate:** Asutali knows two additional Wizard cantrips (Gust and Mold Earth), as well as the spell Mage Armor, which she can cast once per long rest.
* **Magic Resistance:** Asutali has advantage on saving throws against spells and other magical effects.
* **Observant:** Asutali gets a +5 bonus to passive perception and passive investigation, and she is able to read the lips of someone speaking a language she knows.
* **Poison Immunity:** Asutali is immune to poison damage and the poisoned condition.
* **Resilient:** Asutali is proficient in Constitution saving throws.
* **Shapechanger:** Asutali shapeshifts into the form of a giant poisonous snake, or back into her true form. She gains several additional actions in this form (a bite attack and the ability to shed her skin to escape a grapple), but her statistics otherwise remain the same. Her equipment falls to the ground around her when she transforms.
* **Split Enchantment:** When Asutali casts an enchantment spell that targets only one creature, she can have it target a second creature.
* **Alter Memories:** Whenever Asutali charms one or more creatures with an enchantment spell, she may choose to alter one creature's understanding so that it becomes unaware of being charmed. Additionally, as an action, Asutali can make the chosen creature attempt an Intelligence saving throw. If it fails, Asutali can cause it to forget up to 4 (1 + Charisma modifier) hours of the time it spent charmed.
* **Spell Mastery:** Asutali has achieved such mastery over several basic spells that she can cast them at their lowest level without using a spell slot. Currently, the spells Asutali has mastery over are Absorb Elements and Misty Step.
* **Tough:** Asutali gets 2 extra hit points every level.
* **Signature Spells:**Asutali has mastered two powerful spells, Counterspell and Fly, and can cast each spell once per day at 3rd level without expending a spell slot.

## Items

### Equipment

* **Head:**
* **Amulet:**
* **Cloak:** Hooded traveler's cloak.
* **Armor:** Athenaeum Headmaster's Robes.
* **Hands:** Elbow-length gloves.
* **Ring 1:**
* **Ring 2:**
* **Belt:**
* **Boots:**

### Magic Items

* **Phillidore's Dragonchess Set:** Once per day, create two tiny construct minions for one hour.
* **Wand of Beckoning:** Activating this wand creates a strong beam of light that can cause temporary blindness if shined directly into someone's eyes.
* **Channeling Crystal Shard:** A mysterious blue gemstone created from a diamond by one of the large cyan channeling crystals atop the Arcaneum in the Golden Tower.
* **Diero's Spellbook:** An old, encoded spellbook.
* **Robes of the Archmagi:** A set of red Headmaster's robes from the Athenaeum.
* **Nirmarth's Medium:** A unique staff made to the order of Asutali by master artificer Curioll Nirmarth.

### Money

* **Gold:** 220 pieces.
* **Silver:** 6 pieces.
* **Copper:** 0 pieces.

## Stats

### Ability scores

 **INT:** 22 (+6) | **WIS:** 10 (+0) | **CHA:** 16 (+3)

### Saves and Skills

* **Saves:** CON, INT, WIS.
* **Skills:** Arcana, Insight, Medicine, Religion.

### Proficiencies

* **Proficiencies:** Herbalism Kit.
* **Weapons:** Daggers, Darts, Slings, Quarterstaffs, Light Crossbows.
* **Armor:** None.
* **Languages:** Common, Abyssal, Draconic, Elvish.

### Other stats

* **AC:** 15 + 2 + DEXm = 18
* **Initiative:** DEXm = +1
* **Speed:** 30
* **HP Max:** 184
* **Passive Perception:** 15
* **Passive Investigation:** 21

## Spellcasting

### Cantrips

* **Animal Friendship (Lvl 1):** You attempt to charm a snake you can see.
* **Chill Touch:** You create a ghostly, skeletal hand in the space of a creature within range, assailing it with the chill of the grave.
* **Control Flames:** You affect nonmagical flame that you can see in one of several ways.
* **Encode Thoughts:** You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.) Additionally, you may cast this spell using a spell slot of first level or higher. When cast in this way, you attempt to create a thought strand from a memory, idea, or message of a creature you can see within 5 feet of you. If the target is conscious and unwilling, the spell fails if the creature's level or CR is more than 5 times the level of the spell slot used to cast the spell, or if the creature succeeds on a Charisma saving throw. A creature openly hostile to you or in combat has advantage on this save. Otherwise, a thought strand appears in an unoccupied space within 5 feet of you and the target.
* **Gust:** You seize the air and compel it to create one of several effects.
* **Mage Hand:** A spectral, floating hand you can use your action to control appears at a point you choose within range.
* **Mending:** This spell repairs a single break or tear in an object you touch.
* **Message:** You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
* **Minor Illusion:** You create a sound or an image of an object within range that lasts for the duration.
* **Mold Earth:** You choose a portion of dirt or stone that you can see and manipulate it in one of several ways.
* **Poison Spray:** You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
* **Shape Water:** You choose an area of water that you can see and manipulate it in one of several ways.

### First-Level Spells

* **Absorb Elements:** The spell captures some incoming elemental energy, lessening its effect on you.
* **Catapult:** One small object flies in a straight line up to 90 feet.
* **Charm Person:** You attempt to charm a humanoid you can see.
* **Chromatic Orb:** You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
* **Comprehend Languages (ritual):** For the duration, you understand the literal meaning of any spoken language that you hear and any written language that you see.
* **Detect Magic (ritual):** You sense the presence of magic within 30 feet of you.
* **Disguise Self:** You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different.
* **Find Familiar (ritual):** You gain the service of a familiar, a spirit that takes an animal form you choose. Asutali's familiar is a fiendish poisonous snake named Zihu.
* **Fog Cloud:** You create a 20-foot-radius sphere of fog centered on a point within range.
* **Identify (ritual):** You choose one object, and if it is a magic item or some other magic-imbued object, you learn its properties and how to use them.
* **Mage Armor:** A protective magical force surrounds a creature until the spell ends. This spell may only be cast once per day, but it does not use a spell slot.
* **Shield:** An invisible barrier of magical force appears and protects you.
* **Tasha's Hideous Laughter:** A creature of your choice perceives everything as hilariously funny and falls into fits of laughter.
* **Thunderwave:** A wave of thunderous force sweeps out from you.

### Second-Level Spells

* **Crown of Madness:** One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you, attacking a target that you mentally choose each round.
* **Invisibility:** A creature you touch becomes invisible until the spell ends.
* **Knock:** An object that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.
* **Magic Weapon:** A nonmagical weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
* **Misty Step:** Briefly surrounded by silvery mist, you teleport to an unoccupied space that you can see.
* **Scorching Ray:** You create three rays of fire and hurl them at targets within range.
* **Shatter:** A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
* **Suggestion:** You suggest a course of activity and magically influence a creature to pursue it to the best of its ability. This spell may be cast once per day without using a spell slot.
* **Web:** You conjure a mass of thick, sticky webbing at a point of your choice within range.

### Third-Level Spells

* **Blink:** At the end of each of your turns for the duration of the spell, there is a 50% chance you vanish from your current plane of existence and appear in the Ethereal Plane.
* **Counterspell:** You attempt to interrupt a creature in the process of casting a spell.
* **Enemies Abound:** A target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends.
* **Fireball:** A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
* **Fly:** You touch a willing creature, which gains the ability to fly for the duration.
* **Hypnotic Pattern:** You create a twisting pattern of colors that weaves through the air and charms creatures that see it.

### Fourth-Level Spells

* **Banishment:** You attempt to send one creature that you can see within range to another plane of existence.
* **Dimension Door:** You teleport yourself and up to one other willing creature within 5 feet of you from your current location to any other spot within 500 feet.
* **Fire Shield:** Thin and wispy flames wreathe your body for the duration, shedding light around you.
* **Mordenkainen's Private Sanctum:** You make an area you choose magically secure.
* **Phantasmal Killer:** You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears.

### Fifth-Level Spells

* **Cloudkill:** You create a 20-foot-radius sphere of poisonous, yellow-green fog, heavily obscuring an area.
* **Cone of Cold:** A blast of cold air erupts from your hands.
* **Dominate Person:** You attempt to beguile a humanoid that you can see within range.
* **Geas:** You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
* **Hold Monster:** You attempt to paralyze a creature that you can see within range.
* **Modify Memory:** You attempt to reshape another creature’s memories.
* **Rary's Telepathic Bond (ritual):** You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration.
* **Wall of Force:** An invisible wall of force springs into existence at a point you choose within range.

### Sixth-Level Spells

* **Disintigrate:** A thin green ray of magical force springs from your pointing finger.
* **Globe of Invulnerability:** An immobile, faintly shimmering barrier springs into existence around you and prevents simple spells cast from outside the barrier from affecting creatures or objects within it.
* **Mass Suggestion:** You suggest a course of activity and magically influence up to twelve creatures that can hear and understand you.
* **Otto's Irresistible Dance:** One creature begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.
* **True Seeing:** This spell gives a willing creature you touch the ability to see things as they actually are.

### Seventh-Level Spells

* **Etherealness:** You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
* **Teleport:** This spell instantly transports you and up to eight willing creatures of your choice, or a single object, to a destination you know about and that is on the same plane as you.
* **Whirlwind:** A whirlwind howls down to a point that you can see on the ground within range.

### Eighth-Level Spells

* **Dominate Monster:** You attempt to beguile a creature that you can see within range.
* **Feeblemind:** You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.
* **Illusory Dragon:** By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range.
* **Power Word Stun:** You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded.

### Ninth-Level Spells

* **Gate:** You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
* **Psychic Scream:** You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range.
* **Wish:** Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.