This alien race have natural command of arcane magical energy, although they have a surprisingly gentle nature. They possess two pairs of humanoid arms, as well as hundreds of small insectile feet. Their 'face' is almost featureless, with several small sensory organs, but no visible eyes. For these reasons, humanoids often find them sinister and alarming. Vermages hail from the Ethereal Plane, although it is unclear where they originally came from. They have incredible understanding of arcane energies.
Vermage Medium monstrosity, neutral Armour Class 13 (natural armour) Hit Points 25 (7d8-7) Speed 20ft. Str 12 (+1); Dex 16 (+3); Con 9 (-1); Int 17 (+3); Wis 14 (+2); Cha 14 (+2) Saving Throws Intelligence +5 Skills Arcana +5 Senses Blindsight 30ft., passive Perception 12 Challenge 4 (1,100 XP) Innate Spellcasting. The vermage's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The vermage can innately cast Detect Magic and Identify at will, and has the following spells prepared, requiring no material components: Cantrips (at will): Dancing lights, mage hand, message, prestidigitation. 1st level (4 per day): Chromatic orb, illusory script, shield, sleep. 2nd level (3 per day): Detect thoughts, levitate, mirror image, Nystul's magic aura, scorching ray. 3rd level (3 per day): Bestow curse, counterspell, dispel magic. 4th level (1 per day): Arcane eye, phantasmal killer. Actions Spellcasting. A vermage may cast two spells with a casting time of 1 action each. A vermage can maintain concentration on up to two spells at once. Claw. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4+1) slashing damage. Also posted on Game Masters Stash on 22 March 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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