Medium Undead, Typically Neutral Evil
Armor Class 14 (ring mail armour)
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +5, WIS +3
Skills Arcana +5, History +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The zombie mage uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The zombie mage knows the following spells from the wizard’s spell list:

At will: Chill Touch, Mage Hand, Minor Illusion

2/day each: Charm Person, Magic Missile, Sleep

1/day each: Animate Dead, Blindness/Deafness

Undead Fortitude. If damage reduces the zombie mage to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from an attack made with a silvered weapon. On a success, the zombie mage drops to 1 hit point instead.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage when used with two hands.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Description

Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.

Some evil mages perform dark rituals on their own bodies, turning themselves into zombies whilst retaining their intellect.

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2024 12:25:45 PM
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Monster Tags: NPC

Dragon_Shark

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