Scorched Mage (5e Creature)
Scorched Mage[edit]
Medium undead, lawful evil Armor Class 11 (14 with mage armor)
Saving Throws Int +4 ACTIONSStaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage and 2 (1d4) fire 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): control flames, fire bolt, gust BONUS ACTIONSFiery Teleport (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) fire damage. REACTIONSScorching Readiness. In response to taking damage, the mage casts mage armor, expending a spell slot as normal. |
These forgotten undead mages of Raz-you'll only live to serve their dark master, sworn to guard him and protect the fiery runic. A scorched mage is empowered by the force of the fiery runic, Raz-you'll, and Sokasworn. These skeletal mages are covered in burn marks and carry tattered banners depicting raging fires, suggesting that they originated from a castle or a kingdom. Undead Nature. A scorched mage doesn't require air, food, drink, or sleep. |
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