War Mage (5e Creature)

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War Mage

Medium humanoid (any race), any alignment


Armor Class 12 (15 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 11 (+0)

Saving Throws Intelligence +9, Wisdom +5
Skills Arcana +9, History +9
Senses passive Perception 11
Languages any four languages
Challenge 10 (5,900 XP)


Durable Magic. While the mage is concentrating on a spell, it gains a +2 bonus to AC and all saving throws.

Spellcasting. The mage is a 14th-level spellcaster. Its spellcasting ability is Intelligence (+9 to hit with spell attacks, spell save DC 17). The mage has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mind sliver, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): mirror image, phantasmal force, scorching ray
3rd level (3 slots): counterspell, dispel magic, fly, lightning bolt
4th level (3 slots): black tentacles, confusion, greater invisibility
5th level (2 slots): dominate person, wall of force
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): delayed blast fireball

Tactical Wit. The mage gains a +5 bonus to initiative rolls.

Warmage's Resilience. At the start of each of the mage's turns, it gains 5 temporary hit points if it has at least 1 hit point.

ACTIONS

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

REACTIONS

Deflecting Shroud. When the mage is hit by an attack or fails a saving throw, it can retroactively gain +2 to its AC against that attack or a +4 bonus to that saving throw, potentially causing the attack to miss or the saving throw to succeed. When the mage does so, up to three creatures within 60 feet of the mage of the mage's choice take 7 (2d6) force damage, and the mage can't cast spells other than cantrips until the end of its next turn.


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