Embermages are spellcasters of a particular persuasion, ones who drink too deeply and too long of destructive magics and give themselves over to Canaan, Lord of Destruction. They become no longer human and burn up from within unless they destroy other things- Canaan cares not what, only for the thrill of ruin. As the power overtakes them, their skin blisters and becomes as blackened embers, glowing from within with terrible heat. Their breath scorches the air, and even when they resume their ordinary form, the distinctive smell of charred flesh follows them wherever they go. Although their power is enhanced, they usually lose some common sense, driven only by their urge to see undoing of all around them. Embermages can sometimes be found in the wilderness, having at least moved themselves away from civilized regions, although some merely vent their wish to destroy on anything they see.
EMBERMAGE Medium humanoid (any), Chaotic Neutral Armour Class 14 Hit Points 58 (9d8+18) Speed 30 ft. Str 9 (-1); Dex 14 (+2); Con 15 (+2); Int 12 (+1); Wis 7 (-2); Cha 18 (+4) Saving Throws Con +5, Cha +7 Skills Arcana +4, Intimidation +7 Damage Resistances Bludgeoning, piercing, and slashing damage from nonmagical attacks; Fire Senses passive Perception 8 Languages Common, Primordial Challenge 7 (2,900 XP) Innate Spellcasting. Embermages are 9th-level spellcasters. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit). Embermages can cast the following spells: At will: Fire bolt, shield 3/day each: Fireball, outburst 1/day each: Demon bolt (cast at 5th level), ragefire (If you do not have access to the above spells, consider substituting a 4th-level Shatter for Outburst, a 5th-level Lightning bolt for Demon bolt, and a 4th-level Fireball for Ragefire) ACTIONS Quarterstaff. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage. Also posted on Game Masters Stash on 5 October 2021. Comments are closed.
|
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|