Medium Humanoid (Orc), Chaotic Evil
Armor Class 12 none
Hit Points 75 (5d4 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
18 (+4)
WIS
14 (+2)
CHA
13 (+1)
Skills Intimidation +2
Condition Immunities Charmed
Senses Darkvision, Passive Perception 14
Languages Common, Giant, Goblin, Orc
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Battle Cry (1/Day). Each creature of the archmage's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn . The archmage can then make one attack or cast a cantrip as a bonus action.

Wand of the War Mage (uncommon). While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity (uncommon (+1)). In addition, you ignore half cover when making a spell attack.

Multiattack. The archmage makes two attacks with its dagger, casts two cantrips, or does one of each.

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., Range 20ft/60ft one target. Hit: 1d4 + 1 piercing damage.

 Cantrips:

Acid Splash:
Casting Time: 1 action
Range/Area: 60ft.
Attack/Save: DEX 14
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

Fire Bolt:
Casting Time: 1 action
Range/Area: 120ft.
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Gust:
Casting Time: 1 action
Range/Area: 30ft.
Attack/Save: STR 14
You seize the air and compel it to create one of the following effects at a point you can see within range:
1. One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
2. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
3. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Chill Touch:
Casting Time: 1 action
Range/Area: 120ft.
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

 

1st Level Spells: (6 spell slots)

Burning Hands:
Casting Time: 1 action
Range/Area: Self/15ft. cone
Attack/Save: DEX 15
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.

Mage Armor:
Casting Time: 1 action
Range/Area: Touch
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Magic Missile:
Casting Time: 1 action
Range/Area: 120ft.
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.

Color Spray:
Casting Time: 1 action
Range/Area: Self/15ft. cone
Duration: 1 round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Charm Person:
Casting Time: 1 action
Range/Area: 30ft.
Duration: 1 hour
Attack/Save: WIS
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Simple Conjure Animal:
Casting Time: 1 action
Range: 60 ft.
Duration: 15 minutes
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
1. One beast of challenge rating 1/2 or lower
2. Two beasts of challenge rating 1/4 or lower

Sample Creatures

CR Creature Name
0 Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
1/8 Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
1/4 Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf
1/2

Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse

 

2nd Level Spells: (2 spell slots)

Cloud of Daggers:
Casting Time: 1 action
Range: 60 ft./5 ft. cube
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

Invisibility:
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

Description

The Belkun Orc tribe has lived in and around a ruined wizard tower for generations, lending some of their members an affinity and a desire to learn the wizarding arts. The Archmage is the leader of the Belkun Tribe and has surpassed all his people in arcane knowledge and power.

Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

Haggard_Delphin

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