Medium Humanoid (Any Race), Neutral Evil
Armor Class 14 (17 with mage armor)
Hit Points 60 (12d8 + 12)
Speed 30 ft.
STR
9 (-1)
DEX
18 (+4)
CON
11 (+0)
INT
19 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +7, INT +7, WIS +4
Skills Arcana +6, History +6
Damage Resistances Lightning
Senses Passive Perception 13
Languages Any four languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Zapish Persuation. This Zapish mage has some lightning based advantages. Any spell they cast that deals damage deals an additional +10 lightning damage. They have resistance against lightning damage and can cast 5 lightning bolts a day without needing material components nor expending a spell slots.

Zapish Zaps Zapishly.  As an action the mage may attempt to take away a targets lightning damage resistance by bestowing a curse on them. The target must make a dc 16 constitution saving throw. On a failure their resistance is removed for 1 hour. On a save the mage's own resistance is removed and they are dealt 10 lightning damage. The curse can be removed by a lesser restoration spell.  

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Zapish Mage has the following wizard spells prepared:

At will:

5/day; lightning bolt

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, shield, magic missile, shield

2nd level (4 slots): misty step, suggestion

3rd level (3 slots): counterspell, lightning bolt, fly

4th level (3 slots): greater invisibility, storm sphere

5th level (2 slot): cone of cold

Actions

A Zapish 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 plus 7 (2d6) lightning damage.

Description

Unoffical Apprentice of Zaproughly. These mages spend their lives in the study and practice of Zaproughly's magic. They live outside of Zaproughly's tower stealing and studying his discarded notes. Though not necessarily allied with Zaproughly they viciously protect his tower so that no one else may steal his magic. They will mostly not seek to fight as long as no one who they deem unworthy tries to enter the tower. They have higher dexterity than regular mages as they regularly need to dodge lightning bolts cast by a bored Zaproughly.  

Monster Tags: NPChumanoid

Habitat: Urban

zappyhappy321

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