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Charred Mage

Medium humanoid (any), any chaotic
Armor Class 12 (15 with Mage armor)
Hit Points 45 10d8
Speed 30ft

STR
9 -1
DEX
14 +2
CON
10 0
INT
17 +3
WIS
17 +3
CHA
14 +2

Skills Perception +5, Stealth +4, Insight +5, Arcana +6
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 7 (2,900 XP)

Innate Spellcasting. The Charred Mage's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following Spells, requiring no material components:

At will: Dancing Lights, Mage hand, minor illusion, poison spray, ray of frost

1/day: Darkness, Flame Blade, lightning bolt, Alter self, Misty step, Web, Mage armor,

2/day: Crown of Madness, Cloudkill, Evard's Black Tentacles, Greater Invisibility, Fly,

3/day: magic missile, shield, witch bolt,


Awoken. The Charred disciple has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Death Burn. When the Charred disciple dies, a flash of The Fire of Destruction erupts from them in a 10 foot radius as its body and mundane possessions burn up in a black blaze. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 2d6 fire damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.


Actions

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d6-1 bludgeoning damage. or 3 [role: 1d8-1] bludgeoning damage if used with two hands, plus 3 1d6 fire damage.

Summon Demon (1/Day). The Charred Mage magically summons a Hell hound, which appears in an unccupied space within 60 feet of its summoner, acts as an ally to its summoner, and remains for 10 minutes, or until the summoner dies or dismisses it as an action.


 

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