Medium Undead, Typically Lawful Evil
Armor Class 14 (natural armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft., climb 20 ft.
STR
6 (-2)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws CON +6, INT +9, WIS +5
Skills Acrobatics +6, Arcana +13, Intimidation +1, Perception +5
Damage Vulnerabilities Acid
Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft., Tremorsense 30 ft., Passive Perception 10
Languages Abyssal, Common, Elvish, Infernal, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4

Madness. The arcanist has gone insane due to the containts of the Manual of Lichdom and has the following madness effects:

  • The arcanist has vivid hallucinations and has disadvantage on ability checks.
  • The arcanist feels compeled to repeat a specific activity, in this case reading the Manual of Lichdom.
  • The arcanist has the following flaw: "I am the only one that must know the secrets of Manual of Lichdom, and I must have the ritual perfectly memorize before I perform it."

Mad Spellcasting. The arcanist is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17,  +9  to hit with spell attacks). Whenever the arcanist attempts to cast a spell, roll 1d10. The arcanist casts the designated, as listed below. The arcanist can cast its spells at will.

d10 Roll

Spell

1

toll the dead

2

ray of sickness

3

blindness/deafness

4

bestow curse

5

Evard’s black tentacles

6

steel wind strike

7

mental prison

8

finger of death

9

Abi-Dalzim’s horrid wilting

10

power word kill

 

Turn Resistance. The arcanist has advantage on saving throws against any effects that turn undead.

Actions

Teleport. The arcanist magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space that it can see.

Paralysing Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralysed until the end of the arcanist's next turn. The target can repeat the saving throw at the beginning of its turn, ending the condintion on o successful one.

Description

An old mage has discovered a tome of foul magic. When they tried to read the ancient knowledge hidden between the parchment pages, the spirits of the book made them lose their mind. The paranoid wizard has locked themselves to their tower, or the ancient tomb they dicovered the book, losing vestiges of their humanity day by day and becoming more like a feral animal...

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2022 6:13:35 PM
2
1
2
Coming Soon

Monster Tags: NPCundead

Environment: CoastalSwampUnderdarkUrban

Jonathan_Captain

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