15 (18 with mage armor)
117 (18d8 + 36)
walk 30 ft.
Int +10, Wis +7
Arcana +15, History +15
Abyssal, Aquan, Auran, Common, Ignan, Infernal, Terran
15
While Edwin is concentrating on a conjuration spell, his concentration cannot be broken as a result of taking damage.
A magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While held it grants a +2 bonus to armor class, saving throws, and spell attack rolls (all factored into Edwin's statistics). The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. While holding this staff, Edwin can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using his spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Edwin has a contingency spell trigger if he is incapacitated, paralyzed or stunned. When this occurs, a 6th level dispel magic targets himself. He also has a clone body stored in a cavern one mile beneath the city of Baldur's Gate.
Edwin is always accompanied by a simulacrum of himself. The copy is identical to him in all respects except that it has 58 HP, does not have the staff of power and does not have a 7th level spell slot.
Edwin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +12 to hit with spell attacks). Edwin has the following wizard spells prepared: • Cantrips (at will): acid splash*, fire bolt, mage hand*, poison spray* • 1st level (4 slots): mage armor, shield, unseen servant* • 2nd level (3 slots): cloud of daggers*, mirror image, misty step* • 3rd level (3 slots): counterspell, dispel magic, fireball, stinking cloud • 4th level (3 slots): conjure minor elementals, evard's black tentacles* • 5th level (3 slots): cloudkill*, conjure elemental*, scrying • 6th level (1 slot): arcane gate*, contingency • 7th level (1 slot): simulacrum, teleport* • 8th level (1 slot): clone, maze • 9th level (1 slot): meteor swarm * Conjuration spell of 1st level or higher.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if wielded with two hands. Edwin can expend one of the staff's charges to deal an extra 3 (1d6) force damage on a hit.
Edwin magically summons three hell hounds. The summoned hell hounds appear in an unoccupied space within 60 feet of its summoner, and act as allies of their summoner. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.