Immortal Lion. The Blue Mage has advantage on saving throws against being frightened.
Multiattack. The Blue Mage makes any combination of 3 attacks.
Scimitar. Merle Weapon Attack. +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 4) slashing damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Claws. The Blue Mage summons the claws of a feline to attack its enemies. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Scintillating Breath (Recharge 5-6). The Blue Mage exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one. The Blue Mage then gains 10 temporary hit points by absorbing a portion of the radiant energy.
Rend the Field (Recharge 5–6). The Blue Mage summons the claw of a Mamool Ja to attack each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a DC 13 Strength saving throw or be knocked prone.
Shell Defense (1/Long Rest). The Blue Mage summons the shell of a flail snail to protect it gaining a +4 Bonus to its AC.
Parry. The Blue Mage adds 3 to its AC against one melee attack that would hit it. To do so, the Blue Mage must see the attacker and be wielding a melee weapon.
Description
The Blue Mages of the Immortal Lions consume parts of their enemies in order to imbue themselves with additional magical prowess.
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