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

8 (-1)

WIS

8 (-1)

CHA

14 (+2)


Challenge: 5 (1800 XP)


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 sorcerer. Its spellcasting ability is Charisma (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Shocking Grasp, Blade Ward, Fire Bolt, Message,

1st level (4 slots): Magic Missile, Detect Magic, Mage Armor,

2nd level (3 slots): Hold Person, Gust of Wind, Darkness, Detect Thoughts, Blur,

3rd level (3 slots): Water Walk, Slow,

4th level (3 slots): Ice Storm, Dominate Beast,

5th level (1 slots): Hold Monster, Creation, Telekinesis,

Click here to see spells descriptions (external tool)


Special Abilities

Elemental Bending: When casting a area spell that deals fire, ice, lighting or thunder damage the evoker can exclude a number of targets from its area equal to its spellcasting modifier. The target dont receive any damage or effect from that spell.

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.

Character created at rpgtinker.com

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