Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion,flaming sphere
3rd level (3 slots): thunder step, call lightning, fly
4th level (3 slots): greater invisibility,conjure minor elementals,evard's black tentacles
5th level (1 slot): conjure elemental
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Erogast prefers to cast Mage Armor before he begins an attack and will also make use of more than a few hired minions to distract his targets while he conjures an appropriate elemental. Erogast is extremely aware of his own mortality and if a fight starts to go against him he will use either Misty Step or Thunderstep to leave a combat. He will also use fly in the same way. If the fight is going his way he will use greater invisibility multiple times to cast an offensive spell such as call lightning then again go invisible. Erogast is patient and will seek to keep a target guessing as to when he will strike next. But his main theme of attack is his ability to summon an elemental to do his bidding. His favored elemental is an air elemental as the creature can be used to capture an opponent for ransom. However, if Erogast chooses this line of attack he knows he forfeits most other spell casting in order to concentrate and maintain control of the creature.
Erogast will leave a combat and allow an elemental to run out of control if his own survival is in question.
Description
Erogast is a Damarian Human who resides in Loudwater in the North of Faerûn and is often employed by the Zhentarim as an enforcer when there are enemies of the Black Network that require someone with an arcane punch.
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