Lorthact
A devilish schemer plotting from just outside the normal timestream, planning intrigue that ordinary divination can't uncover or interrupt.
Lorthact exists a half-step outside of time, a schemer so far ahead of his foes that divination itself slides off him like water off glass.
In play
Divination Immunity As a side effect of existing slightly outside the normal time stream, Lorthact is difficult to detect via divination spells and abilities. These effects function as though Lorthact and items he carries are not present, and those specifically targeting him, such as scrying, fail entirely unless the source of the divination is a higher level than Lorthact—in which case they succeed only if the caster succeeds at a DC 16 secret flat check.
Level 16
Perception +27 · Senses greater darkvision · Languages Abyssal, Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Jotun, Shoanti, Thassilonian, Undercommon, Varisian; telepathy 300 feet, _tongues_ · Skills Academia Lore +32, Acrobatics +28, Arcana +30, Deception +33, Diplomacy +31, Intimidation +31, Legal Lore +30, Occultism +30, Religion +27, Society +30, Stealth +32
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +6 | +6 | +6 | +3 | +9 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 38 | +28 | +30 | +25 |
HP 300 · Immunities divination, fire · Resistances mental 15, physical 15 (except silver) · Weaknesses good 15
Speed 25 feet, fly 20 feet
Actions
- Melee Staff [Single Action] +32 (two-hand d8, versatile Piercing), Damage 3d4+14 bludgeoning plus 2d8 mental
- Melee Claw [Single Action] +30 (Agile, Magical), Damage 3d4+14 slashing plus 2d8 mental