Medium Humanoid (Any Race), Any Alignment
Armor Class 15
Hit Points 54 (12d8)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
20 (+5)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Truesight 60ft, Passive Perception 12
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Improved sensors. The Mage has Truesight up to 60 ft.

Shield Skin. This Mage is not affected by Magic Missile, and adds +3 to AC (added to AC already).

Recall. The Mage can recall it's self and up to 10 others to a magitech Teleportation Circle.

Innate Spellcasting. The mage spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Mage can cast the following spells without material components.

(at will): Eldritch BlastMessage, Light

3/day each: Feather Fall, Witch Bolt

1/day each: Invisibility, [spell Darkness [/spell]

Spellcasting. The Mage is a 9-th level spellcaster. It's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Mage has the fallowing Wizard spells prepared:

1st level (4 slots): Magic MissileIdentify, [Tooltip Not Found], Floating Disk

2nd level (3 slots): Flaming Sphere, Hold Person, [Tooltip Not Found]

3rd level (3 slots): BlinkCounterspell, [spell[] Animate Armour [/spell], [Tooltip Not Found]

4th level (3 slots): Dimension Door, Resilient Sphere, Summon Construct

5th level (1 slot): Conjure Constructs

Actions

Energy Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

 

Description

Magitech warforged are ancient warriors, each built to do a specific job, from protecting mortal life by acting as a shield, to singling out and killing the leaders of there foes. 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the mage takes a lair action to cause one of the following effects; the mage can’t use the same effect two rounds in a row:

  • Make 3 opaque magic 5 ft. by 5 ft. walls which block physical attacks and movement. or make 3 transparent magic 5 ft. by 5 ft., walls which block magical attacks but not movement. (There can only be a max of 4 walls at any time, the walls persist for 1d4 rounds)
  • Static wave. All creatures (except constructs) within a 20 ft sphere must make a constitution saving throw (DC 14), on a fail they take 27 (5d10) lightning damage or half as much on a success.

Monster Tags: NPC

Habitat: Urban

Shortnirish

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