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Medium Humanoid (human), CG

Armor Class 14 (padded armor)

Hit Points 65 (10d8+20)

Speed 30 ft., fly 30 ft. (If available)

STR 10 (+0)

DEX 16 (+3)

CON 14 (+2)

INT 12 (+1)

WIS 14 (+2)

CHA 16 (+3)

Saving Throws Dex +6, Con +5

Skills Athletics +3, Insight +5, Investigation +4, Perception +5, Stealth+6

Senses Passive Perception 15

Languages Chondathan, Common

Challenge 5

Proficiency Bonus +3

Special equipment: oil of etherealness, 300 gp, ring evasion


Crown of Fire. At the start of each of the spellfire wielder’s turns, each creature within 5 feet of it takes
5 (1d10) damage, and flammable Objects in the aura that aren't being worn or carried Ignite. A creature
that touches the spellfire wielder or hits her with a melee attack while within 5 feet of it takes 5 (1d10)
fire damage.
Magic Resistance. The spellfire wielder has advantage on saving throws against spells and other magical
effects.

Actions
Multiattack: The spellfire wielder makes two attacks with either her dagger or shortbow, in any
combination.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
+ 3) piercing damage.
Shortbow. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Drain Magic Item. The spellfire wielder drain magic from magic items to power its abilities. She can do
so with a touch and creature gets to make a Will save (DC 14) to prevent one of its held or carried items
from being drained. Single use magic items, such as potions and scrolls, are destroyed, charged items
are drained of 1d4 charges (turning to ashes if brought to 0 charges or lower) and permanent magic
items lose their magical properties for 24 hours. For 10 minutes after the spellfire wielder drains a magic
item, she can use her spellfire blast, spellfire healing and flight speed at will.

Spellfire Blast. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 200/400 ft., one target.
Hit: 30 (5d10+3) damage
Spellfire Healing. The spellfire wielder touches another creature magically healing it for 10 hit points.
This healing can raise a target who was dead for no more than a minute from the dead.
Cunning Action. The spellfire wielder take a bonus action on each of your turns in combat. This action
can be used only to take the Dash, Disengage, or Hide action.

Reactions
Magic Absorption. The spellfire wielder can use her reaction to absorb magic like a rod of absorption.
This ability also works on area of effect spells, denying the effects of the magic on the spellfire wielder
and giving advantage on saves against the effect for those within 10 ft of her. For 10 minutes after the
spellfire wielder absorbs a spell, she can use her crown of fire, spellfire blast, spellfire healing and flight
speed. During that same period she emanates a blueish-silver light that illuminates a radius of 10 ft
around her.

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