Medium Humanoid, Any Alignment
Armor Class 13 Natural Armor
Hit Points 48 (8d8 + 8)
Speed
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +4, WIS +4
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The channeler has advantage on saving throws against spells and other magical effects.

Spellcasting. The channeler is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The channeler has the following wizard spells prepared.

Cantrips(at will): blade ward, minor illusion, ray of frost

1st level (4 slots): burning hands, charm person, magic missile, sleep

2nd level (2 slots): acid arrow, misty step

Actions

Trident. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage when used in two hands to make a melee attack.

 

Power Dance (Recharge 5-6). The channeler does a little dance, increasing the strength of its companions. For 1 minute, creatures of the channeler's choice within 30 feet of it deal an additional 1d4 damage when they hit with a melee weapon attack.

Reactions

Misty Retreat. The channeler casts misty step, expending a spell slot as normal.

Description

They appear slightly larger than the player, donning protective robes of peculiar design and utilizing a mystical Trident. Channelers are sorcerers who cast powerful Soul Arrows from afar. They can teleport away from harm and are invulnerable during the animation.

Channelers perform a unique martial arts dance that stirs nearby allies into a bloodthirsty frenzy, greatly increasing their and their allies' damage output. Affected creatures display an aura of blue magic lines to indicate the active buff.

Habitat: Urban

Prunk44

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