Avoidance. If the mage is subjected to an effect that allows it to make a saving throw to take only half damage, the mage instead takes no damage if it succeeds and half damage if it fails.
Chosen of Vecna. The mage has advantage on saving throws against being stunned, on Charisma (Deception) made to lie, and Wisdom (Insight) checks to determine whether someone is lying to it. Additionally, the mage is immune to the detect thoughts spell and other magical effects that would read its mind.
Emissary of Death. If the mage scores a critical hit that deals necrotic damage, it can maximize the necrotic damage dealt.
Grave Touched. The mage doesn’t need to eat, drink, or breathe.
Undying Will. If damage reduces the mage to 0 hit points, it can make a Charisma saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the mage drops to 1 hit point instead.
Multiattack. The mage makes three Ghostfire Plume attacks. It can replace two attacks with a use of Dread Form or Spellcasting.
Dread Form. The mage contorts its face to reflect a horrifying Undead form. Each creature of the mage's choice that can see it must make a DC 18 Wisdom saving throw or be frightened of the mage until the end of the mage's next turn. If at least one creature is frightened, the mage regains 15 hit points.
Ghostfire Plume. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) fire damage plus 7 (2d6) necrotic damage. If the target is a creature, it must make a DC 18 Constitution saving throw or have its Constitution score reduced by 1d4. The target dies if its Constitution is reduced to 0. The reduction lasts until the target finishes a short or long rest.
Spellcasting. The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18):
At will: bane, blindness/deafness, darkness, phantasmal force, phantom steed, speak with dead
1/day each: antilife shell, cloudkill, death ward, greater invisibility
Ghostly Shift (Recharges after a Short or Long Rest). The mage magically transforms into an incorporeal form. This transformation lasts for up to 1 hour or until its concentration is broken (as if concentrating on a spell). While its Ghostly Shift is active, the mage has resistance to all damage except force and radiant damage, gains a flying speed equal to its walking speed (included above), and can hover.
Additionally, the 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. It can see through magical darkness and once during each of the mage's turns when it deals necrotic damage to a creature, the mage regains hit points equal to half the amount of necrotic damage dealt.
Shadow Walk. While in dim light or darkness, the mage can magically teleport up to 120 feet to an unoccupied space it can see that is also in dim light or darkness.
Deathly Rebuke (4/Day). In response to being damaged by a visible creature within 60 feet of it, the mage forces that creature to make a DC 18 Constitution saving throw. On a failed save, the creature takes 11 (2d10) necrotic damage and can’t regain hit points until the start of its next turn, taking half as much damage and suffering no additional effect on a success.
Scornful Death (1/Day). The first time damage reduces the mage to 0 hit points, it can drop to 1 hit point instead and have its body erupt with deadly energy. Each creature of the mage's choice that is within 30 feet of it takes 26 (4d12) necrotic damage.
Comments