Merlin Ambrosius

Medium humanoid (human), neutral good

Armor Class 16 (19 with mage armor)
Hit Points 289 (34d8+136)
Speed 30 ft., fly 60 ft.

16 (+3) 18 (+4) 19 (+4) 22 (+6) 19 (+4) 18 (+4)

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)



  • Multiattack. Merlin attacks four times with his technostaff, or he casts a spell and attacks twice with his technostaff.
  • Technostaff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 18 (8d8) force damage.
  • Technostaff. Ranged Weapon Attack: +13 to hit, range 200/800 ft., one target. Hit: 12 (2d6+5) radiant damage plus 18 (8d8) force damage.


  • 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.


The greatest wizard  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’s 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.

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’s grasp. While he seeks to be an ally to most, Merlin Ambrosius always stands against evil no matter its form.

Section 15: Copyright Notice

Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page