A named threat of Karrion Temple, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
| Level | Known / Prepared |
|---|---|
| 1 | Magic Missile |
| 2 | Gust of Wind |
| 3 | Haste |
| 4 | Improved Invisibility |
| 5 | Poison |
| 9 | Epic Mage Armor |
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 10 / Archmage 4 spellbook to test the room before committing anything further.
Draws on the sharper end of the list - Improved Invisibility, Poison, Epic Mage Armor - as the fight tightens.
Spends what's left of the prepared list in one committed working rather than holding anything back.
CR 14 is set against Karrion Temple's own real ambient ceiling, not auto-computed from level alone - a genuine Wizard 10 / Archmage 4 build at 14 total levels.
Hit points (132) 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 Ormund Ossuary is ever up in Karrion Temple at a time.