Evoker

Evoker
Male Gnoll, any alignment


Armor Class: 13 (with mage armor)

Hit Points: 49 (9d8 +9)

Speed: 30ft (9m / 6 sqr)

Proficiency: +4


STR

10 (+0)

DEX

10 (+0)

CON

12 (+1)

INT

12 (+1)

WIS

8 (-1)

CHA

10 (+0)


Challenge: 5 (1800 XP)


Racial Features

Ability Modifiers: +2 Str, -2 Int

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack (Hit: Str + Prof, Damage: 1d4 + Str)

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Gnoll.


Actions

Quarterstaff. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

Spellcasting. the Evoker is an 9th-level wizard. Its spellcasting ability is Intelligence (spell save DC 13, to hit with spell attacks +5)

Cantrips (at will): Acid Splash, Ray of Frost, Dancing Lights, Mage Hand,

1st level (4 slots): Magic Missile, Burning Hands, Thunderwave, Color Spray, Mage Armor,

2nd level (3 slots): Cloud of Daggers,

3rd level (3 slots): Fireball,

4th level (3 slots): Dimension Door, Ice Storm, Greater Invisibility, Wall of Fire,

5th level (1 slots): Wall of Force, Cloudkill,

Click here to see spells descriptions (external tool)

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