Medium Humanoid (Human)
Armor Class 13
Hit Points 55 (10d8 + 10)
Speed 30 ft., An extra 10 feet of speed while the bearer is unencumbered.
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +4, INT +7, WIS +6
Skills Arcana +7, History +7, Insight +6, Perception +6
Damage Resistances Fire
Senses Darkvision 60 feet, Passive Perception 16
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Transmuter’s Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:

  • Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit).

If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.

Shapechanger (1/Short or Long Rest). The transmuter can cast the polymorph spell, targeting itself, without expanding a spellslot.

Spellcasting. The transmuter is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). The transmuter has the following wizard spells prepared:

Cantrips (at will): fire bolt, mending, message, prestidigitation, shape water

1st level (4 slots): catapult*, expeditious retreat*, mage armor, shield

2nd level (3 slots): enhance ability*, enlarge/reduce*

3rd level (3 slots): erupting earth*, fly*, haste*

4th level (3 slots): dimension door, polymorph*

5th level (2 slots): animate objects*, skill empowerment*, telekinesis*

*transmutation spell of 1st level or higher

Special Equipment. The transmuter has an arcane grimoire (+1), included in it's statistics.

Transmuter’s Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:

  • Darkvision out to a range of 60 feet.
  • An extra 10 feet of speed while the bearer is unencumbered.
  • Proficiency with Constitution saving throws.
  • Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit).

If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.

Arcane Recovery (1/day). After finishing a short rest, the transmuter chooses expended spell slots to recover, which can have a combined level that is equal to or less than half it's wizard level rounded up, plus one due to it's arcane grimoire (6), and none of the slots can be 6th level or higher.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Fire Bolt (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Minor Alchemy. The transmuter can temporarily alter the physical properties of a nonmagical object, changing it from one substance into another. It can perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes it spends performing the procedure, it can transform up to 1 cubic foot of material. After 1 hour, or until the transmuter loses it's concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

erdrumman