Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 14 (17 with mage armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
11 (+0)
DEX
19 (+4)
CON
17 (+3)
INT
20 (+5)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +9, INT +10, WIS +6, CHA +7
Skills Arcana +10, History +10, Perception +6
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 60 ft., Passive Perception 16
Languages Common, Abyssal, any three additional languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The mage's spellcasting ability is Intelligence (spell save DC 18). The mage can innately cast the following spells, requiring no material components:

At will: magnify gravity, misty step, gift of alacrity

3/day each: pulse wave, gravity sinkhole, dimension door

1/day each: temporal shunt (9th level), gravity fissure, dream of the blue veil

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The mage has the following wizard spells prepared:

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

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): rime's binding ice, suggestion

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm, polymorph

5th level (1 slot): cone of cold, wall of force

Actions

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Temporal Lash. Melee Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: 8 (1d6 + 5) force damage. The target must succeed on a DC 18 Wisdom saving throw or become paralyzed until the end of their next turn. Any damage done to the target while it is paralyzed is only applied after the condition ends.

Slow Field (Recharge 5-6). The mage projects a field of slowed time around a point within 150 feet. All creatures within a 40-foot-radius sphere centered on that point are subjected to the effects of the slow spell until they are no longer in the sphere. The sphere disappears after 1 minute, and is treated as a 9th level spell for the purposes of dispel magic.

Legendary Actions

The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mage regains spent legendary actions at the start of its turn.

Temporal Lash. The mage makes a Temporal Lash attack.

Teleport (2 Actions). The mage teleports to an unoccupied space within 90 feet.

Spell (3 Actions). The mage casts a spell, or uses it's Slow Field ability.

 

Description

Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

This mage, either out of desperation or greed, has entered into a questionable agreement with an extraordinarily powerful extradimensional entity. This agreement also results in physical changes. Their eyes glow with a pale light, and their skin can occasionally suffer burns without being exposed to heat.

Previous Versions

Name Date Modified Views Adds Version Actions
3/5/2024 4:42:57 AM
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Monster Tags: NPC

Habitat: Urban

Pocklion

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