Merlin — Prophet and Adviser to King Arthur

Before Camlann in 537 CE, Merlin is Arthur’s prophet and most dangerous adviser. He recognises a false oath and warns against treachery, but cannot choose for the king. Today he has two incompatible reports of the theft of Excalibur; one messenger is lying and the other may be dead.
At a Glance
- Identity
- Merlin Ambrosius; legendary prophet and royal counsellor
- Nature
- Human; claims of supernatural parentage belong to differing tales
- Allegiance
- Arthur and the people of Britain, not every royal command
- Seat
- Camelot, sacred groves and royal archives
- Allies
- Arthur; uneasy cooperation with Nimue
- Rivals
- Morgan le Fay; Mordred‘s faction
- Alignment
- Neutral Good: protective but morally compromised
- Languages
- Brythonic, Latin and Sylvan
- Immediate leverage
- Evidence about Arthur’s ancestry and the missing sword

What Is Happening Right Now?
The real Excalibur is moving from Arthur’s household towards Sir Accolon, while a counterfeit reaches the royal armoury. Merlin has identified two couriers but not the traitor who dispatched them. He asks the party to deliver proof without alarming Morgan’s informants. The characters may protect the witnesses, confront the conspirators, or use his intelligence to bargain for a very different peace.
Meeting Merlin
A fire burns in a chamber without a chimney. Merlin has placed two identical sealed letters on a stone table. He asks which the characters would carry to their king. Both bear the royal signet; only one is genuine. When the party hesitates, Merlin explains that a servant’s life depends on the answer.
Three Scenes Tonight
- False courier. A boy with royal livery carries the king’s actual seal but a forged order. He expects the heroes to protect him.
- The lake bargain. Nimue knows which sword Accolon carries, but asks that an ancient promise be honoured first.
- Cut prophecy. A witness has a warning about a death. The copied document omits the sentence that says the death may be prevented.
Appearance and Manner
Merlin is grey-bearded, uncomfortably alert and dressed for travel rather than ceremony. He carries an ash staff with star-shaped marks and listens to ordinary servants as carefully as nobles. His strongest magic is seldom theatrical. He is impatient with rulers who treat innocents as acceptable casualties.
Ambition, Pressure and Private Knowledge
- Ambition: hold Arthur’s court together before the feuding households take up arms.
- Pressure: Merlin once disguised Uther so he could approach Igraine, an act he cannot make harmless through clever words.
- Knowledge: a respected household has paid Morgan’s couriers and forged a royal seal.
- Flaw: he confuses foreseeing a danger with a right to manipulate those who may face it.
Relationships and Allegiances
- King Arthur: sovereign and former pupil; their trust has limits.
- Queen Guinevere: understands the royal household and guards its vulnerable servants.
- Nimue: holder of an older bargain; neither can order the other.
- Morgan le Fay: rival with reasons deeper than simple malice.
- Mordred: dangerous claimant, but Merlin still needs proof.
- Lancelot: a rescuer whose loyalties are divided.
Game Statistics
Choose the rules edition below. Each set stands alone; do not mix bonuses, prepared spells or action economies from another panel. Merlin’s predictions provide leads, never compulsory outcomes.
Merlin — D&D 2024
Medium Humanoid (Human), Neutral Good
Armor Class 17 (mage armor and protective ring); Initiative +3 (13); Hit Points 190 (20d8 + 100); Speed 30 ft.; Challenge 20 (25,000 XP; PB +6).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 20 (+5) | 24 (+7) | 20 (+5) | 18 (+4) |
Saving Throws Con +11, Int +13, Wis +11; Skills Arcana +19, History +13, Insight +11, Perception +11; Senses passive Perception 21; Languages Brythonic, Latin and Sylvan.
Traits
Legendary Resistance (2/Day). Merlin can turn a failed saving throw into a success.
Foretold Peril (2/Day). When a creature within 60 feet succeeds on a D20 Test, Merlin can make it reroll and use the new result.
Actions
Multiattack. Merlin makes three Arcane Bolt attacks.
Arcane Bolt. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) Force damage.
Spellcasting. Intelligence is his spellcasting ability (save DC 21; +13 to hit). At Will: detect magic, disguise self, minor illusion, prestidigitation. 3/Day Each: dimension door, dispel magic, scrying. 2/Day Each: greater invisibility, wall of force. 1/Day Each: foresight, time stop, true seeing.
Bonus Action
Slip the Moment (3/Day). Merlin teleports up to 30 feet to an unoccupied space he can see.
Reaction
Counterspell (3/Day). Merlin casts counterspell in response to its normal trigger.
Legendary Actions
Three uses, regained at the start of his turn; only one option at the end of another creature’s turn. Move (1): move 15 feet without provoking Opportunity Attacks. Arcane Bolt (1): make one Arcane Bolt attack. Misleading Vision (2): one creature within 60 feet must make a DC 21 Wisdom save or have Disadvantage on its next attack roll before the end of its next turn.
Tactics
Merlin protects bystanders first, shuts down pursuit with wall of force and retreats with the evidence. His visions suggest risks, never force the party’s choices.
Merlin — D&D 2014
Medium humanoid (human), neutral good
Armor Class 17 (mage armor, ring of protection); Hit Points 190 (20d8 + 100); Speed 30 ft.; Challenge 20 (25,000 XP; proficiency bonus +6).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 20 (+5) | 24 (+7) | 20 (+5) | 18 (+4) |
Saving Throws Con +11, Int +13, Wis +11; Skills Arcana +19, History +13, Insight +11, Perception +11; Senses passive Perception 21; Languages Brythonic, Latin and Sylvan.
Traits
Legendary Resistance (2/Day). Merlin can turn a failed saving throw into a success.
Spellcasting. Merlin is a 20th-level wizard. His spellcasting ability is Intelligence (spell save DC 21, spell attack +13). Spell slots: 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (3), 6th (2), 7th (2), 8th (1), 9th (1). Cantrips: mage hand, minor illusion, prestidigitation, ray of frost; 1st: detect magic, disguise self, mage armor, shield; 2nd: detect thoughts, mirror image, misty step; 3rd: clairvoyance, counterspell, dispel magic; 4th: arcane eye, dimension door, greater invisibility; 5th: legend lore, scrying, wall of force; 6th: mass suggestion, true seeing; 7th: plane shift, teleport; 8th: mind blank; 9th: foresight.
Actions
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning, or 4 (1d8) if wielded with two hands.
Arcane Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) force damage.
Reactions
Shield. Merlin may cast shield using an available spell slot, increasing AC by 5 against the triggering attack and until the start of his next turn.
Legendary Actions
Two actions per round, regained at the start of his turn; one at the end of another creature’s turn. Move (1): move up to 15 feet without provoking opportunity attacks. Arcane Ray (2): make one Arcane Ray attack.
Tactics
Track spell slots and reactions. This version does not gain free later-edition daily casts or additional spell lists.
Merlin — Pathfinder 1e
Merlin CR 19; XP 204,800; male human wizard 20 (universalist); NG Medium humanoid (human); Init +7 (Improved Initiative); Senses Perception +5.
Defense
AC 21, touch 16, flat-footed 18 (+5 armor, +3 Dex, +3 deflection); hp 170 (20d6 + 100); Fort +11, Ref +9, Will +17.
Offense
Speed 30 ft.; Melee masterwork quarterstaff +11/+6 (1d6); Space 5 ft.; Reach 5 ft.
Wizard spells prepared (CL 20th; concentration +27; save DC 17 + level, divination DC 19 + level). 9th: foresight, time stop, gate, wish; 8th: mind blank, moment of prescience, discern location, protection from spells; 7th: greater teleport, vision, limited wish, plane shift; 6th: legend lore, true seeing, greater dispel magic, contingency; 5th: scrying, wall of force, teleport, overland flight; 4th: dimension door, greater invisibility, arcane eye, divination; 3rd: dispel magic, clairaudience/clairvoyance, fly, haste; 2nd: detect thoughts, mirror image, see invisibility, locate object; 1st: mage armor, shield, comprehend languages, disguise self; 0: detect magic, read magic, prestidigitation, message.
Statistics
Str 10, Dex 16, Con 20, Int 24, Wis 20, Cha 18; Base Atk +10; CMB +10; CMD 26.
Feats Scribe Scroll, Improved Initiative, Spell Focus (divination), Greater Spell Focus (divination), Spell Penetration, Greater Spell Penetration, Quicken Spell, Extend Spell, Silent Spell, Craft Wondrous Item, Eschew Materials. Skills Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (planes) +30, Knowledge (nature) +30, Spellcraft +30, Linguistics +25, Diplomacy +24; Languages Brythonic, Latin, Sylvan and four other learned tongues.
Special Abilities
Arcane Bond (ash staff); arcane school universalist. Equipment includes bracers of armor +5, ring of protection +3 and sealed spellbook. The staff of power is an optional substitute, not an extra permanent bonus.
Tactics
Merlin gathers intelligence through divination, isolates attackers behind force barriers, and keeps a teleport prepared.
Merlin — D&D 3.5e
Merlin CR 20; male human wizard 20; NG Medium humanoid; Init +7 (Improved Initiative); Senses Listen +5, Spot +5.
Defense
AC 21, touch 16, flat-footed 18 (+5 bracers of armor, +3 Dex, +3 ring of protection); hp 150 (20d4 + 100); Fort +11, Ref +9, Will +17.
Offense
Speed 30 ft.; Melee masterwork quarterstaff +11/+6 (1d6); Base Atk/Grapple +10/+10; Space/Reach 5 ft./5 ft.
Wizard spells prepared (CL 20th; save DC 17 + level; divinations DC 19 + level). 9th: foresight, time stop, gate, wish; 8th: mind blank, moment of prescience, greater planar binding, protection from spells; 7th: greater teleport, vision, limited wish, plane shift; 6th: legend lore, true seeing, greater dispel magic, contingency; 5th: scrying, wall of force, teleport, overland flight; 4th: dimension door, greater invisibility, arcane eye, divination; 3rd: dispel magic, clairaudience/clairvoyance, fly, haste; 2nd: detect thoughts, mirror image, see invisibility, locate object; 1st: mage armor, shield, comprehend languages, disguise self; 0: detect magic, read magic, prestidigitation, message.
Statistics
Str 10, Dex 16, Con 20, Int 24, Wis 20, Cha 18; Feats Scribe Scroll, Alertness, Improved Initiative, Spell Focus (divination), Greater Spell Focus (divination), Spell Penetration, Greater Spell Penetration, Quicken Spell, Extend Spell, Still Spell, Silent Spell, Craft Wondrous Item, Heighten Spell.
Skills Concentration +28, Decipher Script +30, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (nature) +30, Knowledge (the planes) +30, Spellcraft +30; Possessions masterwork ash staff, bracers of armor +5, ring of protection +3, protected spellbook and sealed astrolabe.
Special Abilities and Tactics
He prepares spells after rest and study; his two Spell Focus feats improve divination DCs. He does not automatically gain the older archive version’s regeneration or outsider ancestry. A staff of power is an optional replacement of his plain staff.
Run the Encounter
Merlin answers questions with evidence and makes demands only where people are at risk. If violence breaks out, he shields civilians, isolates the attackers and escapes with whatever testimony survives. Defeating his argument may alter Camelot more than defeating him in combat.
Five Encounters
- The audience. Persuade Arthur to spare a messenger whose story looks false.
- Night stables. Pursue a mounted courier carrying two contradictory orders.
- Ash grove. Discover why a spring’s guardian has withheld testimony.
- The sealed archive. Find the page torn from Merlin’s record of Uther and Igraine.
- Feast of knives. Prevent a political arrest from becoming a duel between sworn knights.
Six Adventure Hooks
- A courier is found alive, but another man has been buried under his name.
- The false Excalibur contains a maker’s mark from a trusted court smith.
- A noblewoman offers a fortune to destroy Merlin’s notes about Uther.
- Nimue will identify the thief if a broken oath is set right before dawn.
- Mordred’s men change one word of an authentic prophecy to condemn a rival.
- A visitor from the northern woods calls Merlin by a name that belongs to a different story.
Equipment and Resources
An ash staff, sealed court letters, a small astrolabe, a protected spellbook and a network of trusted messengers. The existing staff of power is an optional high-powered item, not an extra unlisted benefit across all editions.
Lore, Chronology and Adaptation
Merlin’s story joins different literary traditions. The northern wild prophet Myrddin Wyllt and the boy prophet Ambrosius were not originally a single person. Geoffrey of Monmouth and later romances drew these figures together; the result does not supply one secure historical biography. Arthur’s conception through Uther’s deception is part of later literary tradition and is not presented here as a moral triumph.
Merlin’s advice belongs to Arthur’s mortal reign before Camlann in 537 CE. Camelot then withdrew from ordinary Britain, and its king was carried to Avalon. In 1454 no open court awaits Merlin’s counsel; a traveller who hears his voice must follow a prophecy, seek an Otherworld road or confront someone using the prophet’s name. His visions remain uncertain, and his wisdom cannot excuse a decision made without evidence.
Related People and Places
Arthurian characters · King Arthur · Morgan le Fay · Lady of the Lake · Mordred · Lancelot
Sources and Artwork
- Geoffrey of Monmouth, Historia regum Britanniae and Vita Merlini — literary origins, not proof of historicity.
- Early Merlin and Early Myrddin, Cambridge University Press — separate traditions and their blending.
- Existing Merlin painted artwork retained from the site’s media library. All game statistics are unofficial original campaign adaptations.
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