Desolate Tower - First Tower · area boss

Kestrix Naul, the Wardglass Magus

the Wardglass Magus

A named threat of Desolate Tower - First Tower, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.

CR 22 Human · Sorcerer 22 resref dt_kestrix

Stat block

STR
13
+1
DEX
22
+6
CON
19
+4
INT
22
+6
WIS
18
+4
CHA
32
+11
Hit points
189
Natural AC
10
Skills
Concentration 25 · Discipline 8 · Lore 12 · Spellcraft 25
Feats
SpellFocusAbj, SpellFocusIll, CmbtCast, GreatFort, IronWill, Toughness, SpellPen, FEAT_EPIC_TOUGHNESS_1, FEAT_EPIC_TOUGHNESS_2

Prepared spells

LevelKnown / Prepared
1Mage Armor, Magic Missile
2Melfs Acid Arrow, Silence
3Dispel Magic, Displacement
4Improved Invisibility, Stoneskin
5Feeblemind
6Globe of Invulnerability

Combat sequence

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.

I

Wardglass Silence

Unlocks permanently at 66% hp

A flat hush and a chance every spell simply fails, reapplied fresh every round rather than laid once and left.

II

Mirrorflame Correspondence

Arms permanently at 33% hp

The next hostile spell to actually land answers its caster directly - and re-arms itself three rounds later, not spent for good.

III

Between wards

Throughout

He answers in kind, and in time.

Why these numbers

CR 22 is set against Desolate Tower - First Tower's own real ambient ceiling, not auto-computed from level alone - a genuine Sorcerer 22 build at 22 total levels.

Hit points (189) 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.

How it's wired

Boss-flagged (bypasses the drop-rate roll, two loot-generation passes) and gated to a single spawn - only one Kestrix Naul is ever up in Desolate Tower - First Tower at a time.