Evoker

Evoker
Male Goblin, any alignment


Armor Class: 14 (with mage armor)

Hit Points: 18 (4d6 +4)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

6 (-2)

DEX

12 (+1)

CON

12 (+1)

INT

14 (+2)

WIS

8 (-1)

CHA

10 (+0)


Skills: Stealth +3

Challenge: 2 (450 XP)


Racial Features

Ability Modifiers: -2 Str, +2 Dex

Small Size: small creatures should use d6 for hit dices

Stealthy: You have proficiency in the stealth skill. (even if DMG didn't say so, all the goblins on MM got stealth)

Nimble Escape: The creature can take the Disengage or Hide action as a bonus action on each of its turns .

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Goblin.


Actions

Quarterstaff. Melee Weapon Attack +0 to hit, reach 5 ft, one target. Hit: 1 (1d6 -2 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

Spellcasting. the Evoker is an 4th-level wizard. Its spellcasting ability is Intelligence (spell save DC 12, to hit with spell attacks +4)

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

1st level (4 slots): Feather Fall, Thunderwave, Expeditious Retreat, Magic Missile, Mage Armor,

2nd level (3 slots): Scorching Ray, Cloud of Daggers, Flaming Sphere,

Click here to see spells descriptions (external tool)

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