Stratos
Biomancer Stratos CR: 6
STR
9 -1
DEX
14 +2
CON
12 +1
INT
20 +5
WIS
12 +1
CHA
11 +0
Spellcasting. Biomancer Stratos is a 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Biomancer Stratos has the following wizard spells prepared:
- Cantrips (at will): light, mending, mage hand, ray of frost.
- 1st level (4 slots): catapult*, detect magic, expeditious retreat*, feather fall*, mage armor.
- 2nd level (3 slots): alter self*, hold person, misty step.
- 3rd level (3 slots): blink*, sending, slow*.
- 4th level (2 slots): polymorph*, dimension door.
- 1/Day each: levitate.
Special Equipment. Biomancer Stratos carries a spellbook and 1D4-1 of each of the following: Vial of Acid, Alchemist Fire, Burnt Othur Fulmes, Carion Crawler Mucus, Malice, Essence of Ether and Oil of Taggit. Unending Breath. Biomancer Stratos can hold your breath indefinitely while he's not incapacitated. Arcane Recovery (1/Day). When Biomancer Stratos finishes a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of 4. Transmuter's Stone. Biomancer Stratos can spend 8 hours creating a transmuter's stone that stores transmutation magic. She can benefit from the stone herself or give it to another creature. A creature gains a benefit of her choice as long as the stone is in the creature's possession. When she creates the stone, she chooses the benefit from the following options:
- Darkvision out to a range of 60 feet.
- An increase to speed of 10 feet while the creature is unencumbered.
- Proficiency in Constitution saving throws.
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
Actions
Catapult. Ranged Spell Attack: DC 16 Dexterity saving throw to hit, reach 90ft. line. Hit: 3D8 bludgeoning damage, plus 1D8 per spell slot level above 1st, and one effect from the list below. Roll a D8 to determine the effect:
- Empty vial. No additional effect.
- Vial of Acid. The creature takes an additional 2D6 acid damage.
- Alchemist's Fire. The creature takes 1D4 fire damage at the start of each of it's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
- Burnt Othur Fulmes. The creature must succeed on a DC 13 Constitution saving throw or take 3D6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1D6 poison damage. After three successful saves, the poison ends.
- Carion Crawler Mucus. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Malice. The creature must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
- Essence of Ether. The creature must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
- Oil of Taggit. The creature must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Physical Description
Apparel & Accessories
Specialized Equipment
- Darkvision (60ft.) - black
- +10ft. movement - yellow
- Constitution saving throws - purple
- Resistance to acid - green
- Resistance to cold - light blue
- Resistance to fire - orange
- Resistance to lightning - dark blue
- Resistance to thunder - white
Mental characteristics
Personal history
Sexuality
Education
Intellectual Characteristics
Morality & Philosophy
Taboos
Personality Characteristics
Motivation
Likes & Dislikes
Social
Family Ties
Social Aptitude
Mannerisms
Speech
Remove these ads. Join the Worldbuilders Guild
Comments