Medium Humanoid (Any Race), Lawful Evil
Armor Class 15 (chain shirt, shield)
Hit Points 15 (2d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Has tome on hip

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:  (1d6 + 1) piercing damage, or (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Spells: Lvl 1: [] [] []     Lvl 2: [] []      Lvl 3: []

LVL:1
Magic MISSILE Lvl: 1
LEVEL
1st
 
 
CASTING TIME
1 Action
 
 
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
 Force

 

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

 
ThunderWave lvl: 1
LEVEL
1st
 
 
CASTING TIME
1 Action
 
 
RANGE/AREA
Self (15 ft )
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
 Thunder
 
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a  

 

Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you.

On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 

ABSORB ELEMENTS LVL:1

 

LEVEL
1st
CASTING TIME
1 Reaction *
RANGE/AREA
Self
COMPONENTS
S
DURATION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
 Acid (...)
 

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

 
 
Levitate LVL:2
LEVEL
2nd
 
 
 
CASTING TIME
1 Action
 
 
 
RANGE/AREA
60 ft
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Transmutation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Movement
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

 
SCORCHING RAY LVL:2
LEVEL
2nd
 
 
CASTING TIME
1 Action
 
 
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
 Ranged
DAMAGE/EFFECT
 Fire
 

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

 
Lighting Bolt LVL:3
LEVEL
3rd
 
 
CASTING TIME
1 Action
 
 
RANGE/AREA
Self (100 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
 Lightning
 

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

CANTRIPS:

MAGE HAND
LEVEL
Cantrip
 
CASTING TIME
1 Action
 
RANGE/AREA
30 ft
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
 

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

 

 

 
 
 
 

Description

Archfiend solder mage, much scarier. 

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

DrDillhole

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