Endymion, The Master Magician (5e Creature)

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Endymion, The Master Magician[edit]

Medium humanoid (any race), neutral


Armor Class 15 (18 with mage armor)
Hit Points 161 (14d8 + 98)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 24 (+7) 27 (+8) 23 (+6) 25 (+7)

Saving Throws Int +11, Wis +9
Proficiency Bonus +3
Senses passive Perception 16
Languages any three languages
Challenge 7 (2,900 XP)


Spell Power Grasp. Whenever Endymion is hit with a spell of first level or higher he gains one spell counter for each spell level from that spell. Endymion can treat spell counters as sorcery points and spend them for the following effects from the sorcerer class skills and metamagic.
As a bonus action, Endymion can spend a number of sorcery points to create a spell slot, as a sorcerer does. Alternatively, he can, as a bonus action, sacrifice a spell slot to restore spent sorcery points equal to or less than the level of the spell slot sacrificed. Endymion can spend 1 or more sorcery points to gain one of the following benefits:

Quickened Spell. When Endymion casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to change the spell's casting time to 1 bonus action.
Twinned Spell. When Endymion casts a spell that can target only one creature and doesn't have a range of Self, he can spend a number of sorcery points equal to the spell's level to target a second creature within range with the same spell. If the spell is a cantrip, Endymion spends 1 sorcery point to use this feature.

Arcane Recovery. Once per day after finishing a short rest Endymion may regain expended spell slots with a cumulative level of seven or lower, he cannot regain sixth level or higher spell slots with this feature.

Spell Secrets. When Endymion casts any spell with a spell slot dealing acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, he can substitute that damage type with one other type from that list. When Endymion casts a spell with a spell slot and the spell requires a saving throw, he can change the saving throw from one ability score to another of choice. Once he has changed a saving throw in this way, Endymion can't do so again until he has finished a short or long rest.

Alchemical Casting. When Endymion casts a spell with a spell slot, he can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot he expends. An additional 1st-level spell slot can increase the spell's raw force. If Endymion rolls damage for the spell when he casts it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn he cast the spell. An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.

Spellcasting. Endymion is an 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He knows the following wizard spells:

Cantrips (at will): blade ward, encode thoughts, mind sliver, mage hand, prestidigitation
1st level (4 slots): catapult, detect magic, feather fall, identify, mage armor, magic missile, magnify gravity
2nd level (3 slots): detect thoughts, enlarge/reduce, immovable object, invisibility, misty step, thought shield
3rd level (3 slots): counterspell, dispel magic, fly, pulse wave
4th level (3 slots): banishment, dimension door, gravity sinkhole
5th level (2 slots): legend lore, modify memory, teleportation circle, telekinesis
6th level (1 slot): arcane gate, contingency, disintegrate, globe of invulnerability, gravity fissure, true seeing
7th level (1 slot): etherealness, plane shift, reverse gravity, teleport

ACTIONS

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

BONUS ACTIONS

Mastery of Magic (1/Day). Endymion calls to mind the ability to cast one spell of his choice from any class's spell list. The spell must be of a level for which he has spell slots, he mustn't have it prepared, and he must follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when Endymion casts it. The ability to cast the spell vanishes from his mind when cast or when the current turn ends.


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