Medium Humanoid, Any Chaotic Alignment
Armor Class 12 Natural armour
Hit Points 108 (20d8 + 18)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
24 (+7)
WIS
15 (+2)
CHA
27 (+8)
Saving Throws INT +12, WIS +7
Skills Animal Handling +6, Arcana +13, History +13
Damage Resistances Acid, Piercing
Senses Passive Perception 12
Languages Common, Grung
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

All-Seeing Father: The Chompy Mage can choose to see through the eyes of any Chompy (or variety of) as if it were his own. This can start or end at any time and does not cause the Chompy any harm.

Spellcasting. The Chompy Mage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Chompy Mage can cast invisibility at will and has the following wizard spells prepared:

Cantrips (at will): acid splash, light, mage hand, prestidigitation, shocking grasp

1st level (5 slots): detect magic, fog cloud, mage armor*, magic missile, expeditious retreat

2nd level (3 slots): enhance ability*, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): blight, Black Tentacles, Hallucinatory Terrain

5th level (3 slots): contagion, cloudkill, wall of force

6th level (1 slot): globe of invulnerability

7th level (2 slots): teleport, mirage arcane

8th level (1 slot): demiplane

9th level (2 slots): time stop, Storm of Vengeance

*The Chompy Mage casts these spells on itself before combat.

One With The Chompy: If The Chompy Mage is hit with something that would reduce his hitpoints to 0, he transforms into it's Mega Chompy Form (separate stat sheet) at full health. If this form reaches 0 hitpoints, he returns to his human form with 1 hitpoint.

Actions

Staff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6+ 2) bludgeoning damage.

 Puppet: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+ 2) piercing damage and 5 (1d6+ 2) acid damage. 

Bonus Actions

Summon Chompies: The Chompy mage summons 1d4 Chompies of his choosing. 

 

Lair and Lair Actions

The Chompy Mage likes secluded areas where he can carry out his work in peace, but also likes to stroke his ego with over-the-top designs. Typically the compromise ends up being a swamp or dark forest with a hidden workshop, elaborately constructed within its confines.

The pained howls of Chompies from his latest experiments echo through the surrounding area from time to time, as well as a mysterious lack of wildlife surrounding the lair, with the obvious exception of many chompies.

The Chompy Mage has various vials, logs and experiments strewn around his workshop. In his situation of need, The Chompy Mage can use the successful experiments to give himself the edge in a battle, or he can use the defunct ones to hamper (or outright murder) his adversaries.

Lair Actions
On initiative count 20 (losing initiative ties), The Chompy Mage takes a lair action to cause one of the following effects: The Chompy Mage cannot use the same effect two rounds in a row:

  • The Chompy Mage grabs a red vial and hurls at a point he can see within 50 feet. Any creatures in a  10 foot radius must succeed on a DC 14 Constitution saving throw or take 13 (2d12) fire damage.
  • The Chompy Mage grabs a blue vial and drinks the contents. Until the end of his next turn, he is resistant to all nonmagical piercing, bludgeoning and slashing damage, as well as being immune to the last damage type he was hurt with.
  • The Chompy Mage grabs a yellow vial and shatters it on the floor in front of him. The shattered vial creates an array of blinding light. Any creature who could see The Chompy Mage must make a DC 13 Dexterity saving throw or be Blinded until the end of The Chompy Mage's next turn.

Regional Effects
The region containing The Chompy Mage is morphed by his experiments and magic, which creates one or more of the following effects:

  • The only creatures found in the area are Chompies and the odd creature that the Chompies find unappetising.
  • Many areas around The Chompy Mage's lair are fabricated through magic. Any successful investigation check on an object within 5 miles of the lair has a 50/50 chance of finding out that the object is false (with the exception of the lair itself). A failed check will always presume it's real.
  • Every 1d4 hours, Chompy howls can be heard from the lair. A successful DC 16 perception check will reveal the direction to the lair.

If The Chompy Mage dies, the fabrication is removed immediately, but the Chompies will take 5d20 days to disperse to normal levels by themselves.

Monster Tags: NPChumanoid

Habitat: Swamp

Nitroman955

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