| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +3 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +9 |
| WIS | 15 | +2 | +6 |
| CHA | 16 | +3 | +3 |
Magic Resistance. The battlemage has Advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the battlemage fails a saving throw, it can choose to succeed instead.
Multiattack. The battlemage makes four Radiant Burst attacks.
Radiant Burst. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 150 ft. Hit: 21 (3d10+5) Radiant damage.
Spellcasting. The battlemage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Color Spray, Daylight, Detect Evil and Good, Detect Thoughts, Faerie Fire, Guiding Bolt
2/Day Each: Dispel Magic, Mass Cure Wounds, Prismatic Spray
1/Day Each: Crown of Stars (cast before combat), Heal, Scrying, Sunburst, Teleport
Misty Step (3/Day). The battlemage casts Misty Step, using the same spellcasting ability as Spellcasting.
Shooting Star (7/day). Ranged Spell Attack. +10 to hit, range 120 feet, 1 target. Hit: 26 (4d12) radiant damage.
Protective Magic (3/Day Each). The battlemage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 3. Immediately after another creature’s turn, the battlemage can expend a use to take one of the following actions. The battlemage regains all expended uses at the start of each of its turns.
Holy Light. The battlemage casts Guiding Bolt or Color Spray, using the same spellcasting Ability as Spellcasting.
Light Dash. The battlemage disengages and moves up to its movement.
Light Speed. The battlemage refreshes its reaction.
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