Dark Magician (5e Creature)

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Dark Magician[edit]

Medium humanoid (any race), neutral good


Armor Class 15 (18 with mage armor)
Hit Points 161 (14d8 + 98)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 24 (+7) 25 (+7) 21 (+5) 23 (+6)

Saving Throws Int +10, Wis +8
Proficiency Bonus +3
Senses passive Perception 15
Languages any three languages
Challenge 7 (2,900 XP)


Improved Minor Illusion. When the magician casts minor illusion, he can create both a sound and an image with a single casting of the spell.

Malleable Illusions. when the magician casts an illusion spell that has a duration of 1 minute or longer, he can use his action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Reality. When the magician casts an illusion spell of 1st level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. He can do this on his turn as a bonus action while the spell is ongoing. The object remains real for 1 minute.

Spellcasting. The magician is an 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It knows the following wizard spells:

Cantrips (at will): blade ward, chill touch, green-flame blade, mind sliver, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, disguise self, mage armor, magic missile, shield, silent image, silvery barbs, sleep
2nd level (3 slots): blur, cloud of daggers, darkness, invisibility, mirror image, misty step, phantasmal force
3rd level (3 slots): bestow curse, dispel magic, fear, fly, magic circle, vampiric touch
4th level (3 slots): blight, dimension door, hallucinatory terrain
5th level (2 slots): animate objects, telekinesis
6th level (1 slot): arcane gate, contingency, disintegrate
7th level (1 slot): etherealness, plane shift

Dark Magic Attack. The dark magician expends a Spell Slot of third Level or higher. Targets within a 20 feet range of a point of the magician's choice within 150 feet must make a Constitution saving throw or take 7d6 necrotic damage (half on a success). Structures in range take double damage and anything reduced to 0 hit points by this shatters and is destroyed (living targets are immediately killed). If the spell slot used was fourth level or higher the damage is increased by 1d6 for each spell level above third used.

Magical Hats. The dark magician expends a Spell Slot of fourth level or lower, a number of illusory hats equal to the spell level +1 appear, one hat contains the dark magician, and one hat contains a spell of a level equal to the spell slot level minus 1 or lower. If there are 5 hats opponents attempting to attack the dark magician must roll 1d10 if they roll a 1 or 2 they hit the dark magician and the hats are dispelled if they roll 3 or 4 they hit the hidden spell which takes place immediately targeting them and the hats are dispelled, on any other roll a hat is dispelled and the die size is reduced by 1. Follow similar rolls for D8, D6, and D4. Empty illusory hats may instead optionally conceal allies of the dark magician. The magician can only use this feature once in an encounter.

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

Illusory Self (Recharges after a Short or Long Rest). When a creature makes an attack roll against the magician, he can interpose an illusory duplicate between the attacker and himself. The attack automatically misses him, then the illusion dissipates.

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