A named threat of Desolate Tower - First Tower, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
| Level | Known / Prepared |
|---|---|
| 1 | Mage Armor, Magic Missile |
| 2 | Melfs Acid Arrow, Silence |
| 3 | Dispel Magic, Displacement |
| 4 | Improved Invisibility, Stoneskin |
| 5 | Feeblemind |
| 6 | Globe of Invulnerability |
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.
A flat hush and a chance every spell simply fails, reapplied fresh every round rather than laid once and left.
The next hostile spell to actually land answers its caster directly - and re-arms itself three rounds later, not spent for good.
He answers in kind, and in time.
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.
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.