Medium Construct, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 25 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +10, WIS +8
Skills Arcana +10, History +10, Investigation +10
Damage Resistances Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Truesight 15 ft., Passive Perception 13
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Reanimation Protocol. When the plasmancer's hit points are reduced to zero it makes a DC 10 constitution saving throw, on a success it reassembles itself and regains 40 (9d8) hit points. Each time the plasmancer uses this feature after the first, the DC increases by 5. When it finish a short or long rest, the DC resets to 10.

Immutable Form. The plasmancer is immune to any spell or effect that would alter its form.

Magic Resistance. The plasmancer has advantage on saving throws against spells and other magical effects.

Living Metal. The plasmancer regains 10 hit points at the start of its turn. If the plasmancer takes acid damage, this trait doesn't function at the start of the plasmancer's next turn. The plasmancer dies only if it starts its turn with 0 hit points and doesn't regenerate.

Dynastic Advisor. The plasmancer is a grand advisor to the ruling phaeron, granting them some command over the vast legions. All friendly creatures within 120 feet of the plasmancer and can see it can't be surprised and gain advantage on ability checks. 

Spellcasting. The plasmancer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The plasmancer can cast shield and kinetic jaunt at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, witch bolt, thunderwave

2nd level (3 slots): mirror image*, misty step, scorching ray

3rd level (3 slots): dispel magic, lightning bolt, thunder step

4th level (3 slots): dimension door, fire shield*, storm sphere

5th level (3 slots): dawn, synaptic static, wall of light

6th level (1 slot): chain lightning

7th level (1 slot): teleport

8th level (1 slot): abi-dalzims horrid wilting

9th level (1 slot): meteor swarm

*The plasmancer casts these spells on itself before combat.

Living Lightning. The plasmancer creates a constant aura of arcing energy around himself, harming all enemies who approach him. At the start of the plasmancers turn he decides if the living lightning is active or not, if so then each creature of his choice in a 30 foot radius that isn't behind total cover must make a DC 17 Dexterity saving throw, taking 16 (3d10) lightning damage on a failure or half as much on a success. While a hostile creature is moving through the lightning every foot of movement costs 2 extra feet of movement.

Harbinger of Destruction (3/Long Rest). The plasmancer wields raw energy rather than going through the trouble of binding it into other forms. When the plasmancer casts a spell of 1st through 5th level that deals damage, it can deal maximum damage with that spell. Each time the plasmancer uses the ability it takes 6 (1d12) necrotic damage that can't be reduced in any way. 

Actions

Multiattack. The plasmancer makes two attacks with its plasmic lance; it can choose to replace one of these attacks with a use of its gaze of flame. 

Plasmic Lance. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 90 ft., one target. Hit: 13 (2d12 + 5) radiant damage, plus 16 (3d10) lighting damage. 

Gaze of Flame. The plasmancer unleashes a torrent of unnatural flame from his eyes creating a 15 ft. cone of flame. Each creature in the area must make a DC 18 Dexterity saving throw, taking 28 (8d6) fire damage on a failure or half as much on a success.

Solar Pulse(Recharge 6). The plasmancer unleashes a sizeable portion of the lances energy created a flash of light akin to a solar flare in a 60-foot radius centered on the plasmancer. Each other creature in that light must make a Constitution saving throw. On a failed save, a creature takes 42 (12d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Description

Special Equipment: When determining loot for a battle with this creature include these items if it is killed. 

staff of thunder and lightning

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2025 12:52:49 AM
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