Medium Undead, Any Lawful Alignment
Armor Class 14
Hit Points 112 (14d10 + 34)
Speed 0 ft., fly 40 ft.
STR
7 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
9 (-1)
CHA
20 (+5)
Damage Resistances Acid, Fire, Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 9
Languages Telepathy 30ft Any languages it knew in life
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Ethereal Sight. The Abberant Soul Mage can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The Abberant Soul Mage can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spellcasting. The soul mage is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The soul mage can cast detect thoughts at will and has the following sorcerer spells prepared:

Cantrips (at will): mind sliver, blade ward, dancing lights mage hand, message, minor illusion, presdigitation, 

1st level (4 slots): arms of hadar, dissonant whispers, color spray, magic missile, shield, sleep

2nd level (3 slots): calm emotions, crown of madness, hold person, mind spike

3rd level (3 slots): hunger of hadar, sending, catnap,  fear, major image

4th level (3 slots): evard's black tentacles, summon abberation, charm monster, confusion, Raulothim's psychic lance

5th level (3 slots): rary's telepathic bond, telekinesis, dominate person, hold monster, seeming

6th level (1 slot): eyebite

7th level (1 slot): reverse gravity

8th level (1 slot): dominate monster

9th level (1 slot): psychic scream

Actions

psionic blast. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 22 (4d10) force damage. The creature must succeed on a DC 16 strength saving throw or be pushed back 10 feet and knocked prone.

Etherealness. The soul mage enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Warping Implosion (recharge 5-6). The soul mage teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Immediately after teleporting, all creatures within 30 feet of the original position of the soul mage must make a DC 16 strength saving throw. On a failed save, they take takes 3d10 force damage and are pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creatures take half as much damage and aren't pulled.

Description

A high level sorcerer may sacrifice their life in the attempt to protect a place or person. Doing so ties their soul to the material plane, causing the sorcerer to linger as a soul mage, existing only to continue whatever is left of the place or person.

Previous Versions

Name Date Modified Views Adds Version Actions
3/26/2023 12:11:15 AM
131
18
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Coming Soon

Habitat: GrasslandUnderdark

Desroyer

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