Endymion, The Master Magician (5e Creature)
Endymion, The Master Magician[edit]
Medium humanoid (any race), neutral Armor Class 15 (18 with mage armor)
Saving Throws Int +11, Wis +9 Spell Power Grasp. Whenever Endymion is hit with a spell of first level or higher he gains one spell counter for each spell level from that spell. Endymion can treat spell counters as sorcery points and spend them for the following effects from the sorcerer class skills and metamagic. Quickened Spell. When Endymion casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to change the spell's casting time to 1 bonus action. Arcane Recovery. Once per day after finishing a short rest Endymion may regain expended spell slots with a cumulative level of seven or lower, he cannot regain sixth level or higher spell slots with this feature. Spell Secrets. When Endymion casts any spell with a spell slot dealing acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, he can substitute that damage type with one other type from that list. When Endymion casts a spell with a spell slot and the spell requires a saving throw, he can change the saving throw from one ability score to another of choice. Once he has changed a saving throw in this way, Endymion can't do so again until he has finished a short or long rest. Alchemical Casting. When Endymion casts a spell with a spell slot, he can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot he expends. An additional 1st-level spell slot can increase the spell's raw force. If Endymion rolls damage for the spell when he casts it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn he cast the spell. An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2. Spellcasting. Endymion is an 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He knows the following wizard spells: Cantrips (at will): blade ward, encode thoughts, mind sliver, mage hand, prestidigitation ACTIONSQuarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. BONUS ACTIONSMastery of Magic (1/Day). Endymion calls to mind the ability to cast one spell of his choice from any class's spell list. The spell must be of a level for which he has spell slots, he mustn't have it prepared, and he must follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when Endymion casts it. The ability to cast the spell vanishes from his mind when cast or when the current turn ends.
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An exceptionally powerful wizard turned king whom has founded the greatest citadel of magical people and study in his world. At one point Endymion led an assault on the Grand Spellbook Tower seeking to unite all magical knowledge in existence in his citadel before he was repelled. Beloved by a moon deity Endymion was cursed to sleep forever, no one knows now if he has been freed from his sleep or if this form is just an illusion created by his magic to continue learning in his dreams. |
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