Fire-Bellied Tortle Mage (5e Creature)

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Fire-Bellied Tortle Mage[edit]

Medium humanoid (tortle), lawful neutral

Armor Class 17 (natural armor)
Hit Points 46 (5d10 + 20)
Speed 30 ft.

10 (+0) 14 (+2) 18 (+4) 12 (+1) 19 (+4) 15 (+2)

Skills Arcana +2, Survival +8
Damage Immunities Fire, cold
Senses passive Perception 11
Languages Common, Ignan
Challenge 5 (1,800 XP)

Hold Breath. The fire-belly can hold his/her breath for 1 hour.

Spellcasting. The fire-belly is a 9th-level spellcaster. His/her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The fire-belly has the following wizard spells prepared, and can use his/her component pouch for the necessary components:

Cantrips (at will): Dancing Lights, Poison Spray, Prestidigitation

1st level (4 slots): Comprehend Languages, Expeditious Retreat, Magic Missile, Shield

2nd level (3 slots): Darkvision, Invisibility, Web

3rd level (3 slots): Dispel Magic, Lightning Bolt, Slow

4th level (3 slots): Control Water, Locate Creature, Wall of Fire

5th level (1 slot): Telekinesis

Tundra Resilience. The fire-belly automatically succeeds on saving throws made against extreme cold.


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

Flame Breath (Recharge 4-6). The fire-belly spews flames in a 15-foot line. Every creature in that area must succeed on a DC 18 Dexterity saving throw or take 26 (6d8) fire damage, or half as much on a successful one.

Withdraw. The fire-belly retracts his/her head and limbs into his/her shell. Until the fire-belly reemerges, he/she has a +4 to AC and advantage on Strength and Constitution saving throws, but is also Prone, has a speed of 0 that cannot be increased, disadvantage on Dexterity saving throws, and cannot take actions or reactions, except a bonus action to reemerge.

While physical strength is a valued trait among the fire-bellied tortles, those who are not born robust are schooled in the arcane arts and become mages. While they usually serve to boost their tribemates in combat or perform useful tasks while surviving the Flaming Tundra, they wield powerful offensive spells. Fire-bellies who become mages are usually the sharpest of their tribe, and make most of the larger decisions.

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