Magus é um inimigo e possível aliado do jogo Chrono Trigger, aqui colocamos ele em sua forma Boss quando está tentando chamar Lavos.
Magus
Medium humanoid, chaotic neutral
Armor Class 16
Hit Points 187 (25d8 + 75)
Speed fly (Levitate) 40ft.
Str 18 (+4)
Dex 14 (+2)
Con 16 (+3)
Int 18 (+4)
Wis 14 (+2)
Cha 10 (+0)
Saving Throws Con +8, Int +9
Skills Arcana +9, Insight +7, Perception +7
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid
Condition Immunities poisoned, stunned, paralyzed, blinded
Senses truesight 60ft., passive Perception 17
Languages All
Challenge 14 (11.500 XP)
Traits
Legendary Resistance (3/Day).
If Magus fails a saving throw, it can choose to succeed instead.
Mutable Immunities
Every time that Magus uses a Spell Slot 1st level or higher that causes damage he becomes Immune to that kind of damage until he casts a different spell that causes damage.
Spellcasting
Magus is a 10th level spellcasting, his DC is 17 and +7 to hit.
Cantrips: Fire Bolt; Frostbite, Poison Spray
1st (4 Slots) : Burning Hands, Magic Missile, Ray of Sickness, Thunderwave
2nd (3 Slots): Shatter, Melf's Acid Arrow, Flaming Sphere
3rd (3 slots): Fireball, Lightning Bolt, Wall of Water
4th (3 Slots): Ice Storm, Storm Sphere, Wall of Fire
5th (2 Slots): Synaptic Static, Infernal Calling
Attacks
Multiattack
Magus makes three Glaive attacks or uses a Spell.
Glaive
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Reactions
Parry.
Magus adds 5 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Legendary Actions
Glaive (1 Action)
Magus makes a Glaive attack
Cantrip (1 Action)
Magus uses a Cantrip
Spell (2 Actions)
Magus uses a Spell slot up to 3rd
Teleport
Magus can teleport up to 30ft that he can see.
Lair Actions
At the base of the castle lies the summoning circle to summon Lavos, there Magus is more powerful than ever before.
Summon Mephit
The Circle Summons 1d4 Mephits (Monster Manual), the DM chooses what is the kind of Mephit summoned.
Gyzer
All creatures chosen by Magus must succeed in a DC 15 Constitution Saving Throw or become poisoned.
Empower
The circle gives Magus an enormous amount of energy, the next Spell that Magus uses that causes Damage it is maximized.
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