Scorched Mage (5e Creature)

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Design Note: This is designed with The Three Lost Runes quest but can be used in other circumstances.

Scorched Mage[edit]

Medium undead, lawful evil


Armor Class 11 (14 with mage armor)
Hit Points 22 (5d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 10 (+0) 15 (+2) 8 (-1) 8 (-1)

Saving Throws Int +4
Skills Arcana +4, Perception +1
Proficiency Bonus +2
Damage Vulnerabilities bludgeoning, radiant
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages it knew in life and Draconic but can't speak
Challenge 1 (200 XP)


ACTIONS

Staff. 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
1st level (4 slots): burning hands, chromatic orb, mage armor
2nd level (2 slots): Aganazzar's scorcher, darkness

BONUS ACTIONS

Fiery 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.

REACTIONS

Scorching 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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