Armor Class: 15 (with mage armor)

Hit Points: 90 (12d8 +36)

Speed: 30ft (9m / 6 sqr)

Proficiency: +4


12 (+1)


14 (+2)


16 (+3)


10 (+0)


10 (+0)


18 (+4)

Skills: Arcana +4 Intimidation +8 Perception +4 Stealth +6

Saving Throws: Charisma +8 Constitution +7

Challenge: 7 (2900 XP)


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

Properties: Versatile (1d8),


Spellcasting. the Evoker is an 12th-level sorcerer. Its spellcasting ability is Charisma (spell save DC 16, to hit with spell attacks +8)

Cantrips (at will): Dancing Lights, Shocking Grasp, Mage Hand, Poison Spray, Fire Bolt,

1st level (4 slots): False Life, Ray of Sickness, Mage Armor,

2nd level (3 slots): Darkness, Crown of Madness, Scorching Ray, Detect Thoughts,

3rd level (3 slots): Dispel Magic, Slow, Protection from Energy, Major Image, Sleet Storm,

4th level (3 slots): Ice Storm, Stoneskin,

5th level (2 slots): Insect Plague,

6th level (1 slots): True Seeing, Globe of Invulnerability, Chain Lightning,

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

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