Medium Humanoid, Neutral
Armor Class 25 (natural armor)
Hit Points 574 (28d20 + 280)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
15 (+2)
DEX
18 (+4)
CON
30 (+10)
INT
21 (+5)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws STR +11, DEX +13, CON +19, INT +14, WIS +19, CHA +17
Skills Arcana +21, Deception +22, History +22, Nature +22, Perception +18, Persuasion +18, Stealth +15
Damage Resistances Necrotic; All
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 23
Languages Celestial, Common, Draconic, Infernal, Sylvan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the magician fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The magician can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Rejuvenation. If it dies, The Magician  gains a new body in 1d100 years, regaining all its hit points and becoming active again. 

Spellcasting. The Magician is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Magician has the following wizard spells prepared:

Cantrips (at will): mage hand, fire bolt, ray of frost

1st level (4 slots): detect magic,     magic missile, shield,     absorb elements

2nd level (3 slots): aganazzar’s scorcher, detect thoughts, invisibility, dragon’s breath

3rd level (3 slots): thunder step,    counterspell,     dispel magic,     fireball

4th level (3 slots): banishment,    wall of fire

5th level (3 slots): animate objects, wall of force Steel Wind Strike

6th level (3 slot): disintegrate,   chain lightning

7th level (2 slot): reverse gravity,    delayed blast fireball

8th level (2 slot): antimagic field,   power word stun

9th level (1 slot): psychic screammeteor swarm    

Turn Resistance. The Magician has advantage on saving throws against any effect that turns undead or polymorphs

Actions

Multiattack. The Magican can use its can use a spell and attack twice with the Spirit Sword on the same turn.

Spirit Of Fire. The Magician can Summon as an action the Primordial Spirit Of Fire. 

Great Master of the Elements. Zeke can change as an action, bonus action or reaction (, to an action taken agains him or the Spirit of Fire) the elemtal composition of The Spirit of Fire, to Lighting, Frost, Earth, Air or Fire. Changing the damage of Breath Weapon, Chromatic Flare, Circle Wall of Fire, and Elemetal Surge to : Lighting, Cold, Force, Slashing or Fire damage and changing its immunity to the selected element and corresponding damage type.

Reishi. Zeke can use his action to obtain the effects of Foresight 

The Magician’s Sword. Zeke can manifest a spiritual sword as an action or bonus action.

Spirit Sword. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 90 (20d8 + 8) slashing damage.

Bonus Actions

Summon Spirit Sword.As a bonus action Zeke can summon a spiritual sword to its hand.

Great Master of the Elements. Zeke can change as an action, bonus action or reaction (, to an action taken agains him or the Spirit of Fire) the elemtal composition of The Spirit of Fire, to Lighting, Frost, Earth, Air or Fire. Changing the damage of Breath Weapon, Chromatic Flare, Circle Wall of Fire, and Elemetal Surge to : Lighting, Cold, Force, Slashing or Fire damage and changing its immunity to the selected element and corresponding damage type.

Fly. While the Spirit of Fire is in the area, it and the magician can fly equal to twice its movement speed and levitate at will.

Reactions

Shield of the Spirit Of Fire. If the S.O.F. the magicial can use his reaction to shield himself with the Spirit's Hand increasing his AC +7. This consumes a Legendary Action.

Great Master of the Elements. Zeke can change as an action, bonus action or reaction (, to an action taken agains him or the Spirit of Fire) the elemtal composition of The Spirit of Fire, to Lighting, Frost, Earth, Air or Fire. Changing the damage of Breath Weapon, Chromatic Flare, Circle Wall of Fire, and Elemetal Surge to : Lighting, Cold, Force, Slashing or Fire damage and changing its immunity to the selected element and corresponding damage type.

Legendary Actions

The Magician can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Magician regains spent legendary actions at the start of its turn.

Detect. The Magician makes a Wisdom (Perception) check. If it succedes it detects invisible objects or creatures.

Spell Casting. The magician can use a 5th level or lower spell.

 

Previous Versions

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