Mage/Skull (5e Creature)

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Mage/Skull[edit]

Medium fiend (any race), chaotic evil


Armor Class 13
Hit Points 68 (8d8 + 32)
Speed 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 19 (+4) 23 (+6) 23 (+6) 23 (+6)

Saving Throws Int +8, Wis +8
Proficiency Bonus +2
Damage Vulnerabilities bludgeoning, piercing, slashing
Senses passive Perception 16
Languages Abyssal, Common, Infernal
Challenge 4 (1,100 XP)


Magic Moderation. The mage can cast first level or higher spells as one level higher than normal without using a higher level spell slot as long as she has an available spell slot of the higher level.

Magic Creation. If the mage makes no movement and takes no actions during her turn she regains one expended first level spell slot.

Lights Of Life. The mage is able to cast leveled spells she knows without using a spell slot, when this is done the mage takes 1d10 radiant damage per spell level of the spell used.

Overflowing Magic. While the mage has more than half her spell slots remaining spells she uses do an additional 3 damage.

Elemental Forte. The mage is aligned to one form of elemental magic choosing between cold, fire, and thunder, the mage does an additional 3 damage with spells of their selected element and gains resistance to the chosen damage type but also gains a vulnerability to the next damage type in the list.

Spellcasting. The mage is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She knows the following wizard spells:

Cantrips (at will): fire bolt, "prestidigitation", ray of frost, "thunderclap"
1st level (4 slots): "absorb elements", "burning hands", "detect magic", "frost fingers", "thunderwave", "witch bolt"
2nd level (3 slots): "aganazzar's scorcher", borrowed knowledge, dust devil, Rime's binding ice, scorching ray, shatter, Snilloc's snowball swarm
3rd level (3 slots): counterspell, fireball, sleet storm, thunder step
4th level (2 slots): ice storm, storm sphere, wall of fire

ACTIONS

Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.


"Magic" is the term used to describe the power behind the "Laws of the Seven Spiritual Elements." This law was proposed by the father of alchemy and Netherworld geology, Vryamid, who also created the Geo Effect. More precisely, magic is a chain reaction caused by consuming spiritual energy and releasing the spiritual elements within. The title of a mage, Troyra, comes from Troylab, meaning "self-sacrifice" in the ancient language.

Strong spiritual power is required to use magic, and the skulls' unique costume is designed to strengthen their concentration. Their strange cry is a sign of their trance-like state, and it shows that their concentration is at its peak. At times, this concentration power can reach higher than 200 Polga.

Female magic users in the Netherworld are referred to as Witches or Mages, whereas Males are called Magicians or Skulls.

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