Medium manticore wizard, chaotic neutral
- Armor Class 15 (natural armor)
- Hit Points 84 (8d10 + 40)
- Speed 30 ft., Fly 30 ft.
STR DEX CON INT WIS CHA 21 (+5) 20 (+5) 20 (+5) 22 (+6) 12 (+1) 10 (+0)
- Saving Throws Int +9, Wis +4
- Skills Arcana +9, Deception +3, History +9, Insight +4, Intimidation +3
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Elvish, Dwarvish
- Challenge 8 (3900 XP)
Tail Spikes Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Spellcasting. Mortzengersturm is a 12th-level spellcaster. Mortzengersturm's spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Mortzengersturm has the following wizard spells prepared:
Cantrip (at will): light, mending*, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, misty step, mage armor, charm person
2nd level (3 slots): alter self*, hold person, heat metal*
3rd level (3 slots): counterspell, fireball, slow*
4th level (3 slots): polymorph*, dark empowerment*, charm monster
5th level (2 slots): constriction*, cloudkill
6th level (1 slots): flesh to stone*
Multiattack. Mortzengersturm makes three attacks: one with his bite and two with his claws or three with his tail spikes.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Tail Spike. Ranged Weapon Attack: +8 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
The mortzengersturm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mortzengersturm regains spent legendary actions at the start of its turn.
- Cast a Spell (Costs 2 LA). Mortzengersturm casts a spell.
- Command Creation. Mortzengersturm commands one of his creations to take an action.
- Attack. Mortzengersturm attacks once with either his bite, his claws, or his tail.
Wizard and manticore. He will tend to favor manticore-ish abilities over spells—a symptom of his animalistic change.
Created
February 7, 2019 00:40
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