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Orcus Mage - Illyro humanoid, drow, chaotic evil 6 2,300 xp

  • Armor class 15 (Mage Armor)
  • Hit points 55
  • Speed 30 ft
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Damage Resistances: Necrotic

Senses: passive Perception 11

Languages: Common, Abyssal, Undercommon, Dwarvish

Challenge: 6 (2,300 xp)

Wand of Magic Missle: 3d4 + 3 (1d4 +1 per charge)

This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, poison spray, mage hand, chill touch
1st level (4 slots): detect magic, mage armor, ray of sickness, shield, silent image
2nd level (3 slots): misty step, suggestion, melf's acid arrow
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): greater invisibility, summon greater demon
5th level (1 slot): dominate person