Skull Kid Magician (5e Creature)
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Skull Kid Magician
Small humanoid (skull kid), chaotic evil (75%) or chaotic neutral (25%) Armor Class 11
Skills Perception +1, Stealth +3, Survival +1 Cunning Action. The skull kid takes the Dash, Disengage, or Hide action. Eternal Youth. The skull kid is immune to any effect that would cause it to age. Immutable. When the skull kid makes a saving throw against a magic effect that doesn't inflict damage, it makes the save with advantage. Insanity. The skull kid has a -2 penalty on all Wisdom saving throws. Spellcasting. The skull kid is a 5th-level spellcaster, and has 25 magic points. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following spells:
ACTIONSQuarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used in two hands. Slingshot. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
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![]() See Skull Kid (5e Race). A skull kid magician has been wandering woodlands in isolation for years, if not decades or centuries. It no longer thinks like a rational person, nor does it resemble what it once was before transforming into a skull kid. The curse, or blessing, of the forest has imbued this creature with innate magical abilities—which it madly or gleefully practices on any foreign beings that wander into the woods it considers its own. Despite its playful aggression, a skull kid is usually cowardly. It will usually conjure marionettes to fight for it, before fleeing away to relative safety behind them. |
See also
- Skull kid, the race to which this creature belongs
- Skull kid miscreant, a more physically robust member of this race
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