Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 12 (15 with mage armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
9 (-1)
CHA
14 (+2)
Saving Throws DEX +5, INT +8
Skills Arcana +8, Perception +2
Damage Resistances Lightning
Condition Immunities Charmed, Frightened
Senses Passive Perception 12
Languages Common plus any one language
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Overdose (Recharge 5–6). The addict can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect:

1–2. The addict and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) lightning damage.

3–6. The Addict heals for half the lightning damage it does with the spell. 

Innate Spellcasting. The addict’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The addict can innately cast the following spells, requiring no components because the spells are fueled by drugs:

4/day each: mage armor (self only), dragon's breath

2/day each: banishment, haste, call lightning, lightning bolt, storm sphere

Actions

Fireclaw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage plus (3d8) lightning damage.

MikeDeGodGuy

Comments

Posts Quoted:
Reply
Clear All Quotes