Armor Class: 15 (with mage armor)

Hit Points: 90 (12d8 +36)

Speed: 30ft (9m / 6 sqr)

Proficiency: +4


STR

12 (+1)

DEX

14 (+2)

CON

16 (+3)

INT

16 (+3)

WIS

10 (+0)

CHA

12 (+1)


Skills: Arcana +7 Intimidation +5 Perception +4 Stealth +6

Saving Throws: Intelligence +7 Constitution +7

Challenge: 7 (2900 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.


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.

Actions

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

Properties: Versatile (1d8),


Spells

Spellcasting. the Evoker is an 12th-level wizard. Its spellcasting ability is Intelligence (spell save DC 15, to hit with spell attacks +7)

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

1st level (4 slots): Witch Bolt, Color Spray, Burning Hands, Mage Armor,

2nd level (3 slots): Melf's Acid Arrow, Web,

3rd level (3 slots): Counterspell, Blink, Fireball, Fly,

4th level (3 slots): Greater Invisibility,

5th level (2 slots): Cloudkill, Cone of Cold, Wall of Force,

6th level (1 slots): Chain Lightning, Otiluke's Freezing Sphere,

Click here to see spells descriptions (external tool)

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