A named threat of Cathedral Level 3, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
| Level | Known / Prepared |
|---|---|
| 1 | Mage Armor, Magic Missile |
| 2 | Invisibility, Melfs Acid Arrow |
| 3 | Slow, Vampiric Touch |
| 4 | Enervation, Stoneskin |
| 5 | Feeblemind, WavesofFatigue |
| 6 | Circle of Death, Globe of Invulnerability |
| 7 | Finger of Death, Prismatic Spray |
| 8 | Horrid Wilting |
| 9 | Time Stop, Wail of the Banshee |
| 1 | Mage Armor, Magic Missile |
| 2 | Invisibility, Melfs Acid Arrow |
| 3 | Slow, Vampiric Touch |
| 4 | Enervation, Stoneskin |
| 5 | Feeblemind, WavesofFatigue |
| 6 | Circle of Death, Globe of Invulnerability |
| 7 | Finger of Death, Prismatic Spray |
| 8 | Horrid Wilting |
| 9 | Time Stop, Wail of the Banshee |
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.
Leans on the reliable half of a real Wizard 25 / Archmage 5 spellbook to test the room before committing anything further.
Draws on the sharper end of the list - Horrid Wilting, Time Stop, Wail of the Banshee - as the fight tightens.
Spends what's left of the prepared list in one committed working rather than holding anything back.
CR 30 is set against Cathedral Level 3's own real ambient ceiling, not auto-computed from level alone - a genuine Wizard 25 / Archmage 5 build at 30 total levels.
Hit points (276) 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 Aurex Vhal is ever up in Cathedral Level 3 at a time.