Medium Construct, Any Lawful Alignment
Armor Class 20
Hit Points 350 (30d10 + 150)
Speed 60 ft.
STR
15 (+2)
DEX
24 (+7)
CON
18 (+4)
INT
26 (+8)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws DEX +12, INT +13, WIS +10, CHA +10
Skills Acrobatics +15, Arcana +18, Deception +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison, Thunder
Senses Truesight 60, Passive Perception 22
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Astral Evocation. The black mage adds its Intelligence modifier to the damage roll of any spell that is in the evocation school, and the saving throw DC for such spells increases by 5.

If a spell that deals fire damage would normally ignite flammable objects that aren't being worn or carried, it does not if it's converted to lightning damage in this way. However, a spell that deals lightning damage does ignite such objects if it's converted to deal fire damage instead.

Evoker's Exchange: While wearing this amulet, you can choose to convert the damage from one form of raw energy to another. You can use this amulet as a spellcasting focus when you cast a spell of 1st-level or higher that deals only fire or lightning damage and does not require concentration. When you do, you can choose to have the spell deal lightning damage if it originally dealt fire, or fire damage if it originally dealt lightning.

War Mage's Staff: This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. At one end of the staff is a crystal orb, while a crystal blade is affixed to the other; your attacks with this weapon deal either bludgeoning, piercing, or slashing damage (your choice each time).

The staff has 10 charges for the following properties. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Arcane Shield and Spells properties. On a 20, the staff regains 1d8 + 2 charges.

Arcane Shield. When you're hit with an attack (but before taking any damage) and are holding the staff, you can expend 1 of the staff's charges to roll a d4 and add the result to your AC against the triggering attack (no action required), potentially causing the attack to miss. You can continue to expend charges in this way to add additional d4s to the AC bonus, even after seeing the result of the previous d4 but before the damage is calculated. If you're concentrating on a spell, the first d4 you roll per attack costs 0 charges.

Spells. While holding the staff, you can use an action to expend 2 of its charges to cast one of the following spells from it, using your spell attack bonus and spell save DC: fire shield, freedom of movement, mirror image, misty step, ray of enfeeblement, scorching ray (4th-level version), thunderwave (4th-level version), or wind wall.

Spellcasting. The black mage is a 14th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +15 to hit with spell attacks). It has the following wizard spells prepared:

cantrip: lightning lure, shocking grasp, thunderclap

level 1(5 slots): chaos bolt, chromatic orb, thunderous smite, thunder wave, witch bolt

level 2 (5 slots): dragon's breath, shatter scorching ray, 

level 3 (4 slots): call lightning, lightning arrow, lightning bolt, thunder step, fireball

level 4 (3 slots): storm sphere, ice storm, cone of cold, wall of fire

level 5 (3 slots): bigbys hand, destructive wave, maelstrom, immolation , wall of force

level 6 (2 slots): chain lightning, firestorm, chain lightning, mental prison

level 7 (1 slot): crown of stars, force cage

Umbral Evocation. When the black mage casts a spell of 2nd level or higher that is in the school of evocation, it regains an expended spell slot of a level lower than that of the spell.

 

Actions

Slam.  Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 10)bludgeoning damage

Legendary Actions

The black waltz 2 can take 5 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 larva mage regains spent legendary actions at the start of its turn.

Cantrip (Costs 1 Actions). The black waltz casts one cantrip.

Spell (Costs 2 Actions). The Black Waltz casts a leveled spell.

Slam (Costs 1 Actions). The black waltz makes one slam attack.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/29/2025 3:49:26 AM
7
3
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Coming Soon

Treasure:  Arcana

Caydetheundead

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