Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +7, WIS +5
Skills Arcana +7, History +7
Senses Passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:

At will: light,* mage hand,* prestidigitation, message*

2/day each: burning hands,* mage armor, mirror image, misty step counterspell, fireball,*

1/day: wall of ice*

*Evocation spell

Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Actions

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) force damage.

Sculpted Explosion (Recharge 4–6). The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the explosion, as the evoker sculpts the energy around them. On a failed save, a creature takes 24 (8d6) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Monster Tags: NPC

Habitat: Urban

unmuse

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