Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 13 (Leather)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +4, CHA +7
Skills Deception +7, Performance +7
Senses Passive Perception 10
Languages Any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Bardic Inspiration (5/day). The magician can use a bonus action on its turn to choose one creature other than yourself within 60 feet who can hear it. That creature gains one Bardic Inspiration die, a d10.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Note of Destruction. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take thunder damage equal to the
number rolled on the Bardic Inspiration die.

Note of Protection. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + 5.

Note of Inspiration. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can reroll the Bardic Inspiration die and must use the second roll.

Innate Spellcasting. The magician’s spellcasting ability is Charisma (spell save DC 15). The magician can cast vicious mockery at will as an 11th level caster.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Summon Greatclub (1/day). The magician has a 50% chance of summoning a Dancing Greatclub. The greatclub acts as an ally of the magician and remains for 10 minutes or until either is reduced to 0 hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2020 7:17:47 PM
3
2
--
Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Newb_DM

Comments

Posts Quoted:
Reply
Clear All Quotes