Large Humanoid (Any Race), Chaotic Evil
Armor Class 16 (Mage Armor)
Hit Points 96 (8d8 + 60)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
17 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws CON +6, WIS +6
Skills Arcana +6, Deception +11, Investigation +6, Religion +6
Damage Resistances Acid, Radiant
Condition Immunities Frightened
Gear Dagger +2, Ring of Radiant Resistance, Ring of Acid Resistance, Cyclops Skull Pendant
Senses Blindsight 30 ft., Darkvision Devil's Sight for 60 ft., Passive Perception 13
Languages Common, Elvish, Draconic, Abyssal, Thieves' Cant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 Demonic Eye. Anarchia has Darkvision for a distance of up to 60 ft., Blindsight up to 30 ft., and can see through magical darkness.

Magic Resistance. Anarchia has advantage on saving throws against spells and other magical effects.

Fearless Personality. The pirate is immune to the Frightened condition and makes saving throws to end the Charmed condition at advantage.

Cyclops Skull Pendant. While attuned to her magical pendant, Anarchia has a +2 bonus to her Spell Attacks and her Spell Save DC (included in the statblock).

Volatile Magic Surge. Whenever Anarchia casts a leveled spell, she makes a neutral d20 roll. On a roll of 10 or higher, nothing happens. On a roll lower than 10, Anarchia rolls on the Expanded Wild Magic Table.

Spellcasting. The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):

At will: Mage Hand, Thaumaturgy, Chill TouchMinor Illusion

4 slots: Disguise Self, Chromatic Orb, Mage Armor (included in AC), Jump, Shield, Magic Missile, Burning HandsCharm Person

3 slots: Scorching Ray, Blur, Silence, Hold PersonDarkness

3 slots: FireballCounterspell, Lightning Bolt

Actions

Arcane Burst. Melee or Ranged Attack Roll: +10 to hit, reach 5 ft. or range 120 ft. Hit: 16 (2d10 + 5) Force damage.

Poisoned Dagger, +2. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage + 9 (2d8) poison damage (poison coating lasts for 3 attacks).

 

Bonus Actions

Misty Step (At will). As a bonus action, the mage can teleport up to 30 feet to an unoccupied space that it can see.

Eye of Chance. The pendant's charges can be used to replenish spell slots. As a bonus action, the wearer channels the unstable, arcane energy of the oval, eye-shaped gem slotted inside the pendant. The wearer can then make up to five separate, neutral d8 rolls—expending a single charge for each one. For each roll, the wearer regains a single spell slot of a level equal to the roll's result. If the result is higher than the wearer's maximum spell slot level, they recover one of their highest spell slots instead.

However, whenever the result happens to be a Natural One, the wearer regains no spell slots, instead taking 6d10 lightning damage instantenously. Creatures reduced to zero hit points by this damage make no death saving throws, and instead, evaporate immediately, unable to be brought back to life by anything short of a wish spell.

Description

The cyclopean pirate gang known as the Fioran Krew seldom relies on magic, preferring to instead utilize biological features of creatures such as doppelgangers or quasits. Nonetheless, some Fiorans manage to successfully convince their crew captains that magic isn't entirely folly. These Fioran Mages are textbook glass cannons: very frail, but extremely dangerous when prepared to strike.

Anarchia Alestorm is the leader of the gang's Randwyniann sector alongside her husband, Octavius Alestorm. This lunatic behemoth of a woman is unpredictable and completely deranged, capable of causing great harm regardless of her own wellbeing.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Nova7770

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