War Wizard Alarphon
Medium Humanoid, War Wizard, Any
Armor Class 15 (18 with Mage Armour)
Hit Points 180
Speed
Saving Throws CON +8, INT +11
Skills Arcana +5, History +5, Investigation +5
Senses Passive Perception 11
Languages Common
Challenge Rating 28
Proficiency Bonus +8
Description
Alarphons are an internal police force, keeping an eye on the War Wizards themselves and always on the lookout for signs of treason or treachery.
Spellcasting. The alarphon is a 12th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). They have the following wizard spells prepared: Cantrips (at will): fire bolt, friends, prestidigitation, ray of frost, shocking grasp, true strike. 1st level (4 slots): charm person, mage armor, magic missile, shield. 2nd level (3 slots): detect thoughts, hold person, zone of truth, suggestion. 3rd level (3 slots): counterspell, dispel magic, haste. 4th level (3 slots): greater invisibility. 5th level (2 slots): dominate person. 6th level (1 slot): mental prison.
War Magic. When the war wizard uses their action to cast a cantrip or 1st-level spell, they can make a melee weapon attack as a bonus action.
Actions
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 f t., one target. Hit: 6 (1d6+3) piercing damage. Mind Siphon (Recharge 5-6). The alarphon targets a creature it can see within 60 feet of it. The creature must succeed on a DC 19 Intelligence saving throw. On a failed save, the target takes 52 (8d12) psychic damage and the alarphon discerns the target’s surface emotions and thoughts. On a successful save, the target takes half as much damage and the alarphon discerns the target’s general emotional state, but not their thoughts.
Reactions
Arcane Deflection. When the war wizard is hit by an attack or fails a saving throw, they may use their reaction to gain a +2 bonus to their AC against that attack or a +4 bonus to that saving throw
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