Land of Valor · area boss

Haskel Countermander

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

CR 21 Undead · Wizard 16 / Archmage 5 resref lov_haskel

Stat block

STR
10
+0
DEX
14
+2
CON
16
+3
INT
22
+6
WIS
12
+1
CHA
14
+2
Hit points
168
Natural AC
3
Skills
Concentration 20 · Lore 15 · Spellcraft 24
Feats
Toughness, SkillFocusSpell, SpellFocusEvo, Alertness, IronWill, feat_epic_spellcasting, FEAT_EPIC_SPELL_MAGE_ARMOUR

Prepared spells

LevelKnown / Prepared
1Magic Missile
2Gust of Wind
3Haste
4Improved Invisibility
5Poison
9Epic Mage Armor

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

Opening Cast

Above 66% hp

Leans on the reliable half of a real Wizard 16 / Archmage 5 spellbook to test the room before committing anything further.

II

Escalation

66%-33% hp

Draws on the sharper end of the list - Improved Invisibility, Poison, Epic Mage Armor - as the fight tightens.

III

Last Working

Once, below 33% hp

Spends what's left of the prepared list in one committed working rather than holding anything back.

Why these numbers

CR 21 is set against Land of Valor's own real ambient ceiling, not auto-computed from level alone - a genuine Wizard 16 / Archmage 5 build at 21 total levels.

Hit points (168) 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 Haskel Countermander is ever up in Land of Valor at a time.