Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 90 (18d6 + 40)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws CON +8, INT +7, WIS +6
Skills Athletics +7, Deception +5, Intimidation +5
Senses Passive Perception 12
Languages Common any two languages (one of them Common)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Sculpt Spells. The Warmonger chooses a number of creatures equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Warcaster. The Warmonger is trained to maintain concentration even in the most difficult situations giving them advantage on saving throws made to hold concentration.

Spellcasting. The Warmonger is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following warmonger spells prepared:

At will: booming bladefire boltgreen-flame bladesword burst

1st level (4 slots): armor of agathys, [Tooltip Not Found],shieldshield of faiththunderous smite

2nd level (3 slots): flaming sphere, misty stepscorching rayspiritual weapon

3rd level (2 slots): blink, conjure barragecounterspellfireball, hastethunder step

4th level (2 slots): freedom of movementwall of fire

5th level (2 slots): cone of coldsteel wind strike

Actions

Multiattack. The Warmonger makes three attacks with its longsword.

Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Battle Mode. The Warmonger can use a bonus action to enter Battle Mode, which lasts for a number of turns equal to 2 times the level of spell used to fuel this feature and grants them the following benefits:
They gain 20 temporary hit points, the first attack after entering Battle Mode is made with advantage, they have advantage on Athletics checks, they gain +4 to hit with melee weapons, and they gain the ability to attack twice, instead of once, when they take the Attack action on their turn. When attacking twice they can use one attack to use a cantrip of their choice. Additionally their bonus to CON Saves, to maintain concentration, becomes 12.

Description

In times of war, the need for more adaptable wizards led to the creation of a special circle of wizards, not only honing their magical abilities, but training alongside warriors to stand beside and not behind. What makes those wizards so dangerous is, that they improve their, through physical training hardened body, even further using their magic, which makes them far more deadly than any normal fighter.

Manzorian Tenser, the founder of this school of magic, chose only a small number of people to learn from him, since they had to have special qualifications that most wizards or fighters lacked. This fact made many people envious and directed unwarranted hate towards Tenser´s pupils, which is especially noticeable in times of peace, were their abilities were not needed. Neither fighters nor wizards like their company, since fighters call them cheaters, using their magical abilities to become stronger and wizards call them crude, fighting in the dirt like expandable soldiers. Seeing the insignia of the battle mages, indicated a war was in the making, bringing them the name Warmongers.

Naturally the truth is quite different, the physical training is hell, even worse than the hardest training a soldier will ever get trough and to concentrate on spells, while fighting in close combat and finding the time to throw a fireball doing all this, makes them far superior and fine-tuned than any other mage. They go through all this to bring a stop to wars as soon as possible with the least amount of sacrifices.

Monster Tags: NPC

Habitat: Urban

Racon

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