Force Mage (5e Creature)
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Force Mage[edit]
Medium undead, lawful evil Armor Class 11 (14 with mage armor)
Saving Throws Dex +3, Int +4 Forceful Impacts (1/Turn). When the mage deals damage, it can deal an additional 2 (1d4) force damage. ACTIONSStaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage and 2 (1d4) force damage. Spellcasting. The mage is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): gust, ray of frost, sword burst BONUS ACTIONSSheathed in Wind (2/Day). The mage magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of the mage must succeed on a DC 10 Constitution saving throw or take 3 (1d6) force damage. REACTIONSWindy Readiness. In response to taking damage, the mage casts mage armor, expending a spell slot as normal. |
These forgotten skeletal undead mages of Keykeen only live to serve their dark master. They guard him to protect the windy runic. A force mage is empowered by the force of the windy runic, Keykeen, and Sokasworn. These mages have their bones shifting all the time due to the windy runic's force with most of their bodies have been shattered or broken before death, float and try to connect the bones but to some avail because of their more experienced magic along with the windy runic, they have a banner that symbolizes a wind in the cool breeze, suggesting that they originated from a castle or a kingdom. Undead Nature. A force mage doesn't require air, food, drink, or sleep. |
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