Arcane Blademaster

Medium Humanoid, (CR 19)

Armor Class 20

Hit Points 256 (27d8+135)🎲

Speed 30 ft.


STR

20 (+5)

DEX

12 (+1)

CON

20 (+5)

INT

20 (+5)

WIS

14 (+2)

CHR

12 (+1)


Skills

Senses passive Perception 12

Languages any six

Challenge Rating 19

Actions

Multiattack.

The arcane blademaster attacks four times and casts a cantrip.

Longsword.

Melee Weapon Attack: +11 to hit reach 5 ft. one target. Hit: 11 (1d8 + 7) slashing damage.

Composite Longbow.

Ranged Weapon Attack: +11 to hit range 150/600 ft. one target. Hit: 9 (1d8 + 5) piercing damage.

Shocking Grasp (Cantrip; V, S).

Melee Spell Attack: +11 to hit reach 5 ft. one creature. Hit: 18 (4d8) lightning damage and the target can't take reactions until the start of its next turn.

Fire Bolt (Cantrip; V, S).

Ranged Spell Attack: +11 to hit range 120 ft. one target. Hit: 22 (4d10) fire damage.

Globe of Invulnerability (6th-Level; V, S, M, Concentration).

A glimmering 10-foot-radius sphere appears around the blademaster. It remains for 1 minute and doesnt move with the blademaster. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside.

Teleport (7th-Level; V).

The blademaster teleports to a location they are familiar with on the same plane of existence.

Unholy Star (7th-Level; V, S).

A meteor explodes at a point the blademaster can see 100 feet directly above them. Each creature within 120 feet that can see the meteor (other than the blademaster) makes a DC 19 Dexterity saving throw. On a failure it is blinded until the end of the blademasters next turn. Four fiery chunks of the meteor then plummet to the ground at different points chosen by the blademaster that are within range to explode in 5-foot-radius areas. Each creature in an area makes a DC 19 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save or half damage on a successful one. A creature in more than one area is affected only once. Flammable unattended objects catch fire.

Power Word Stun (8th-Level; V).

The blademaster utters a powerful word that stuns one creature that has 150 hit points or less and is within 60 feet (if it has more hit points it is instead rattled until the end of its next turn). The creature repeats the saving throw at the end of each of its turns ending the effect on a success.

Meteor Swarm (9th-Level; V, S).

Scorching 40-foot-radius spheres of flame strike the ground at 4 different points chosen by the blademaster within 1 mile. The effects of a sphere reach around corners. Creatures and objects in the area make a DC 19 Dexterity saving throw taking 49 (14d6) fire damage and 49 (14d6) bludgeoning damage on a failure or half damage on a success. A creature in more than one area is affected only once. Flammable unattended objects catch fire.


sizeMedium

typeHumanoid

group

alignment

strength_save

dexterity_save

constitution_save11

intelligence_save11

wisdom_save8

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr19

reactions

legendary_desc

legendary_actions

special_abilitiesname: Duelist,desc: When the blademaster is wielding a single melee weapon, their weapon attacks deal an extra 2 damage (included below).,name: Magic Resistance,desc: The blademaster has advantage on saving throws against spells and magical effects.,name: Steel Focus,desc: The blademaster has advantage on Constitution saving throws made to maintain concentration on spells.,name: Superior Heavy Armor Master,desc: While wearing heavy armor, the blademaster reduces any bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.,name: Spellcasting,desc: The arcane blademaster is a 20th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19 +11 to hit with spell attacks). The arcane blademaster has the following wizard spells prepared: Cantrips (at will): acid splash fire bolt shocking grasp true strike 1st-level (4 slots): burning hands charm person magic missile sleep 2nd-level (3 slots): magic weapon misty step see invisibility 3rd-level (3 slots): dispel magic fireball fly lightning bolt tongues 4th-level (3 slots): fire shield stoneskin wall of fire 5th-level (3 slots): cone of cold conjure elemental hold monster telekinesis 6th-level (2 slots): globe of invulnerability sunbeam 7th-level (2 slots): teleport unholy star 8th-level (1 slot): power word stun 9th-level (1 slot): meteor swarm

spell_list

page_no479

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 479
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