```metadata title: 'Ally: Wilhemina' description: Vedalken Izzet planeswalker generated by Claude.ai tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {{monster,frame,wide ## Wilhemina, Vedalken Planeswalker _Medium humanoid (vedalken), lawful neutral_ ___ **Armor Class** :: 12 (15 with mage armor) **Hit Points** :: 40 (9d8) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|14 (+2)|10 (+0)|18 (+4)|12 (+1)|11 (+0)| ___ **Saving Throws:** Int +7, Wis +4 **Skills:** Arcana +7, History +7, Investigation +7 **Damage Resistances:** lightning, psychic **Senses:** passive Perception 11 **Languages:** Common, Vedalken **Challenge:** 5 (1,800 XP) ___ ***Innate Spellcasting.*** Wilhemina is a 9th-level spellcaster. Her innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material components: : At will: _mage hand, message, shape water_ 3/day: _blur, gust of wind, spider climb_ 1/day: _plane shift_ : ***Spellcasting.*** Wilhemina is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She has the following wizard spells prepared: : Cantrips (at will): _acid splash, light, mending, prestidigitation_ 1st level (4 slots): _detect magic, expeditious retreat, feather fall, shield_ 2nd level (3 slots): _arcane lock, continual flame, misty step_ 3rd level (3 slots): _counterspell, dispel magic, lightning bolt_ 4th level (3 slots): _dimension door, fabricate, stoneskin_ 5th level (1 slot): _telekinesis_ ### Actions ***Dagger.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. ### Reactions ***Aegis of Planes.*** When Wilhemina takes damage, she can use her reaction to gain resistance to all damage until the end of her next turn. }} #### Izzet Experimental Containment Prototype *Wondrous item, very rare (requires attunement by an Izzet guild member)* : This unwieldy conglomeration of metal rings, glass tubes, and wire cages bristles with unstable elemental energy. Early experiments by the Izzet guild to contain and banish accidentally summoned extraplanar entities resulted in this dangerous but promising prototype. Master tinkerer Bellizona Amancio developed the device by studying elemental rift decay and applying principles of sympathetic resonance. She claimed her untested invention could disrupt a creature's planar tether and force its ejection back home. Unfortunately, Amancio disappeared through one of her faulty portals before completing the device. Her scattered notes imply it is functional but highly volatile. The device has 5 charges and regains 1d4 expended charges daily at dawn. While attuned to it, you can use an action and expend 1 or more charges to activate it. Make a ranged spell attack against a target extraplanar creature within 60 feet. On a hit, the target takes 2d8 force damage per charge and must succeed on a DC 15 Strength saving throw or be pushed 30 feet away from the device. If pushed into an active portal or rift, the target is ejected home, sealing the portal. Once activated, the unstable device has a 10% cumulative chance per charge used of explosively misfiring, dealing 4d10 force damage to each creature within 30 feet. The prototype then requires 1d4 hours to reset before it can be used again. Activating it on a target beyond its tested limits could have dire consequences. #### Izzet League Containment Device *Wondrous item, legendary (requires attunement)* : This large metallic device is adorned with intricate guild sigils and spherical emitters. Developed by Izzet engineers, it generates an arcane field that destabilizes extraplanar entities. The device has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While attuned to it, you can use an action and expend 1 or more charges to activate it. For each charge expended, make a ranged spell attack against a target creature originating from another plane within 60 feet of the device. On a hit, the target takes 2d10 force damage per charge expended and must succeed on a DC 17 Strength saving throw or be pushed 30 feet away from the device. If the target is pushed into an active portal or planar rift, this field disruption forcibly ejects the target back to its plane of origin, closing the portal afterward. Once activated, the device requires 1 minute to recharge before it can be activated again.