Medium Humanoid, Lawful Evil
Armor Class 15
Hit Points 657 (146d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +2, DEX +8, CON +4, INT +10, WIS +6, CHA +2
Skills Arcana +5, History +5
Damage Vulnerabilities Poison
Condition Immunities Blinded, Poisoned
Senses Passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Spellcasting.  He is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +4 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

Cantrips (at will): frostbite, vicious mockery, fire bolt

1st Level (4 slots): disguise self, magic missile, chromatic orb

2nd Level (3 slots): mind spike, flaming sphere, shadow blade

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.

Bonus Actions

Parasitic Drain. Atchi quickly rips a bit of residual life force from a nearby victim or a creature they just damaged. Atchi chooses one creature within 30 feet that failed a saving throw against Atchi's spell during the current round. Atchi regains hit points equal to 3d4 + their Proficiency Bonus, providing minor, thematic healing that reinforces the "parasitic" nature of his magic, encouraging him to keep their control spells active.

Curse of the Eye. Atchi locks his horrific, glowing gaze onto a target, applying a swift, debilitating hex. He chooses one creature within 60 feet. That creature must succeed on a Wisdom saving throw (DC equal to Atchi's Spell Save DC) or have disadvantage on the first saving throw they make against an Atchi spell on the following round, allowing Atchi to dedicate his main action next turn to a devastating spell with a higher chance of success.

Monster Tags: NPC

Clayffman

Comments

Posts Quoted:
Reply
Clear All Quotes