Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): eldritch blast, toll the dead, mage hand, prestidigitation
1st level (4 slots): arms of hadar, mage armor, magic missile, witch bolt
2nd level (3 slots): mirror image, ray of enfeeblement
3rd level (3 slots): counterspell, fireball, hunger of hadar
4th level (3 slots): greater invisibility, banishment
5th level (1 slot): dominate person
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Description
Sewing together body parts and animating unnatural creatures with dark energies, chimerologists created masses of foul beasts roaming the world and fullfilling all demands of their masters.
Chimerologists are often magic users serving evil beings of higher power, trying to demonstrate their power over life, death and all things creation.
Lair and Lair Actions
The lair of a chimerologist is a laboratory fitted to their needs - a small living space next to a laboratory containing creatures dead and alive in cages, body parts on hooks and shelves and chimeric constructs in various stages of completition.
Lair Actions
Throw Scalpel. Ranged Weapon Attack: +4 to hit, reach 20ft., one target. Hit: 4 (1d4 + 4) piercing damage.
Animate Construct (Recharge 5-6) Animates an unfinished construct for aid in battle, max. 3 unfinished constructs available.
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