A named threat of Aventhine Hold - Level 2, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
| Level | Known / Prepared |
|---|---|
| 1 | Magic Missile |
| 2 | Ghoul Touch |
| 3 | Haste |
| 9 | Dragon Knight |
Layered on top of the module's own combat AI, which still picks targets and positioning. The fight below moves through real hit-point-gated phases; every save DC and attack bonus computes from the stat block above at runtime.
He quickens a spell into his blade one round and lets it fly the next - Shock, then Chill, then a self-Haste - discharging what he banked while a fresh charge is already forming.
Every discharge from here on leaves a rune burned into the steel, a stacking mark that never fades for the rest of the fight.
His granted Epic Spell tears open the air behind him and something answers the summons for eight long rounds.
CR 20 is set against Aventhine Hold - Level 2's own real ambient ceiling, not auto-computed from level alone - a genuine Fighter 4 / Wizard 6 / Eldritch_Knight 10 build at 20 total levels.
Hit points (175) follow this project's own average-hit-dice convention, and every save/attack bonus derives from the ability scores above at runtime - nothing here is hardcoded past the phase gates themselves.
Boss-flagged (bypasses the drop-rate roll, two loot-generation passes) and gated to a single spawn - only one Sir Aldous Cray is ever up in Aventhine Hold - Level 2 at a time.