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.
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
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