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<blockquote data-quote="dave2008" data-source="post: 8374050" data-attributes="member: 83242"><p>[ATTACH=full]142511[/ATTACH]</p><p><a href="https://jeradsmarantz.cgsociety.org/hzjv/dr-strange-dormammu-" target="_blank">Dormammu Concept</a> by JeradSMarantz (copyright by Jerad S Marantz)</p><p></p><p><strong><span style="font-size: 22px">Hazlik</span></strong></p><p><em>Elite Medium humanoid (human), neutral evil</em></p><p><img src="https://www.enworld.org/attachments/1599771485172-png.126033/" alt="1599771485172.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 17 (Robe of the Archmagi)</p><p><strong>Hit Points </strong>208 ((16d8 + 32) x 2; bloodied 104)</p><p><strong>Speed</strong> 30 ft.</p><p><img src="https://www.enworld.org/attachments/1599771486387-png.126034/" alt="1599771486387.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>14 (+2)</td><td>14 (+2)</td><td>20 (+5)</td><td>15 (+2)</td><td>16 (+3)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599771488291-png.126035/" alt="1599771488291.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Int +9, Wis +6</p><p><strong>Skills</strong> Arcana +13, Deception +8, History +13, Intimidation +8</p><p><strong>Damage Resistances</strong> Nonmagical Bludgeoning, Piercing, and Slashing (from <em>stoneskin</em>)</p><p><strong>Damage Immunities</strong> psychic (from <em>mind blank</em>)</p><p><strong>Condition Immunities</strong> charmed (from <em>mind blank</em>)</p><p><strong>Senses </strong>Passive Perception 12</p><p><strong>Languages</strong> Celestial, Common, Draconic, Elvish, Giant, Infernal, Primordial</p><p><strong>Challenge </strong>13 (20,000 elite XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1599771489448-png.126036/" alt="1599771489448.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>DarkLord (EliteTrait, recharges after a Rest). </em></strong>When Hazlik is first bloodied, all conditions and effects he is suffering end for him and he can use his Elite Actions.</p><p></p><p><em><strong>Magic Resistance.</strong></em> Hazlik has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Magic Weapons.</em></strong> Hazlik wields a Staff of the Magi and magical dagger (+1). He can cast the following spells at will from his staff: <em>arcane lock, detect magic, enlarge/reduce, light, mage hand, </em>or<em> protection from evil and good.</em></p><p></p><p><strong><em>Mind Blank (1/Day).*</em></strong> Hazlik is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Dagger.</strong> Melee or Ranged Weapon Attack:</em> +8 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 5 (1d4 + 3)piercing damage.</p><p></p><p><em><strong>Staff of the Magi (48 Charges).</strong> Melee Weapon Attack:</em> +9 to hit, reach 5 ft. , one target. <em>Hit.</em> 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage when used 2-handed.</p><p></p><p>Alternately, Hazlik use a charges from his staff to cast one of the following spells:</p><ul> <li data-xf-list-type="ul"><strong><em>Fireball (7 charges).</em></strong> A bright streak flashes from the staff to a point Hazlik chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.</li> <li data-xf-list-type="ul"><strong><em>Wall of Fire (4 charges). </em></strong>Hazlik conjures a wall of fire on a solid surface he can see within 120 feet of him. The wall is 1-foot thick and up to 60 feet long and 20 feet high that is opaque and last for 1 minute. When the wall appears, a creature in the area of the wall must make a DC 16 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.<br /> <br /> Each creature that ends it turn within 10 feet of one side of the wall (selected by Hazlik) or enters the wall for the first time in a turn, takes 22 (5d8) fire damage.</li> <li data-xf-list-type="ul"><strong><em>Ice Storm (4 charges). </em></strong>A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point Hazlik chooses within 300 feet of him. Each creature in the cylinder must make a DC 16 Dexterity saving throw, taking 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.<br /> <br /> Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.</li> </ul><p><em><strong>Spellcasting.</strong></em> Hazlik is an 16th-level spellcaster. his spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). Hazlik has the following wizard spells prepared:</p><p></p><p>Cantrips (at will): <em><strong>fire bolt**</strong>, light, mage hand, prestidigitation, <strong>shocking grasp</strong></em></p><p>1st level (4 slots): <em>detect magic, identify, <strong>magic missile</strong>,<strong> thunderwave</strong></em></p><p>2nd level (3 slots): <em>detect thoughts,<strong> melf's acid arrow</strong>, misty step</em></p><p>3rd level (3 slots): <em>counterspell, fly, lightning bolt*</em></p><p>4th level (3 slots): <em>banishment, <strong>fire shield</strong>, stoneskin*</em></p><p>5th level (3 slots):<em><strong> cone of cold</strong>, scrying, wall of force</em></p><p>6th level (1 slot): <em>globe of invulnerability, <strong>sunbeam</strong></em></p><p>7th level (1 slot): <strong><em>forcecage</em></strong></p><p>8th level (1 slot): <em>mind blank*</em></p><p><em></em></p><p><em>Evocation spells are in <strong>bold </strong>text, Hazlik gains a +5 damage bonus with these spells.</em></p><p><em>*Hazlik casts these spells on himself before combat and his CR assumes they are in effect.</em></p><p><em>**See Actions, Hazlik's CR assumes he attacks with these spells cast at the highest possible level.</em></p><p></p><p><strong><em>Fire bolt. </em></strong>Ranged Spell Attack. +10 to hit, range 120 ft., one target. Hit. 27 (4d10 + 5) fire damage.</p><p></p><p><strong><em>Overchannel Lightning Bolt (one 5th level slot). </em></strong>A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Hazlik in a direction he chooses. Each creature in the line must make a DC 16 Dexterity saving throw, taking 65 (10d6 + 5) lightning damage on a failed save, or half as much damage on a successful one</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Ring of Evasion (3 Charges). </em></strong>Hazlik spends one of his ring's charges when he fails a Dexterity saving throw, turning the failed save into a successful one.</p><p></p><p><strong><em>Spell Absorption.</em></strong> Hazlik's staff absorbs the magic of a spell that targets him, cancelling the spell's effect and his staff regains charges equal to the absorbed spell's level.</p><p></p><p><u><strong>LEGENDARY ACTIONS</strong></u></p><p>Hazlik can take 2 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Hazlik regains spent legendary actions at the start of her turn</p><p></p><p><strong>Quick Feet. </strong>Hazlik moves up to half his speed. This movement does not provoke opportunity attacks.</p><p><strong>Attack.</strong> Hazlik makes a staff or dagger attack.</p><p><strong>Quick Casting (Cost 2 actions). </strong>Hazlik casts a cantrip.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If Hazlik's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.</p><p></p><p><strong><em>Potion (Costs 2 Actions).</em></strong> Hazlik drinks on of the following potions:</p><ul> <li data-xf-list-type="ul"><strong>Flying.</strong> Hazlik gains a flying speed of 30 feet for 1 hour.</li> <li data-xf-list-type="ul"><strong>Giant Strength.</strong> Hazlik's strength becomes 27 for 1 hour. He gains +5 bonus to his weapon attack and damage rolls.</li> <li data-xf-list-type="ul"><strong>Supreme Healing. </strong>Hazlik regains 45 (10d4 + 20) hit points.</li> </ul><p>---</p><p></p><p><strong><u>EQUIPMENT</u></strong></p><p>Hazlik has many magical items and equipment in his possession. He is typical wearing or carrying the following magic items:</p><ul> <li data-xf-list-type="ul">Robe of the Archmagi (attuned)</li> <li data-xf-list-type="ul">Staff of the Magi (attuned, 48 charges)</li> <li data-xf-list-type="ul">Ring of Evasion (attuned, 3 charges)</li> <li data-xf-list-type="ul">Dagger (+1)</li> <li data-xf-list-type="ul">Potions: flying, giant strength, supreme healing</li> </ul></blockquote><p></p>
[QUOTE="dave2008, post: 8374050, member: 83242"] [ATTACH type="full" alt="1629552271538.png"]142511[/ATTACH] [URL='https://jeradsmarantz.cgsociety.org/hzjv/dr-strange-dormammu-']Dormammu Concept[/URL] by JeradSMarantz (copyright by Jerad S Marantz) [B][SIZE=6]Hazlik[/SIZE][/B] [I]Elite Medium humanoid (human), neutral evil[/I] [IMG alt="1599771485172.png"]https://www.enworld.org/attachments/1599771485172-png.126033/[/IMG] [B]Armor Class[/B] 17 (Robe of the Archmagi) [B]Hit Points [/B]208 ((16d8 + 32) x 2; bloodied 104) [B]Speed[/B] 30 ft. [IMG alt="1599771486387.png"]https://www.enworld.org/attachments/1599771486387-png.126034/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]10 (+0)[/TD] [TD]14 (+2)[/TD] [TD]14 (+2)[/TD] [TD]20 (+5)[/TD] [TD]15 (+2)[/TD] [TD]16 (+3)[/TD] [/TR] [/TABLE] [IMG alt="1599771488291.png"]https://www.enworld.org/attachments/1599771488291-png.126035/[/IMG] [B]Saving Throws[/B] Int +9, Wis +6 [B]Skills[/B] Arcana +13, Deception +8, History +13, Intimidation +8 [B]Damage Resistances[/B] Nonmagical Bludgeoning, Piercing, and Slashing (from [I]stoneskin[/I]) [B]Damage Immunities[/B] psychic (from [I]mind blank[/I]) [B]Condition Immunities[/B] charmed (from [I]mind blank[/I]) [B]Senses [/B]Passive Perception 12 [B]Languages[/B] Celestial, Common, Draconic, Elvish, Giant, Infernal, Primordial [B]Challenge [/B]13 (20,000 elite XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1599771489448.png"]https://www.enworld.org/attachments/1599771489448-png.126036/[/IMG] [B][I]DarkLord (EliteTrait, recharges after a Rest). [/I][/B]When Hazlik is first bloodied, all conditions and effects he is suffering end for him and he can use his Elite Actions. [I][B]Magic Resistance.[/B][/I] Hazlik has advantage on saving throws against spells and other magical effects. [B][I]Magic Weapons.[/I][/B] Hazlik wields a Staff of the Magi and magical dagger (+1). He can cast the following spells at will from his staff: [I]arcane lock, detect magic, enlarge/reduce, light, mage hand, [/I]or[I] protection from evil and good.[/I] [B][I]Mind Blank (1/Day).*[/I][/B] Hazlik is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. [B][U]ACTIONS[/U][/B] [I][B]Dagger.[/B] Melee or Ranged Weapon Attack:[/I] +8 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 5 (1d4 + 3)piercing damage. [I][B]Staff of the Magi (48 Charges).[/B] Melee Weapon Attack:[/I] +9 to hit, reach 5 ft. , one target. [I]Hit.[/I] 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage when used 2-handed. Alternately, Hazlik use a charges from his staff to cast one of the following spells: [LIST] [*][B][I]Fireball (7 charges).[/I][/B] A bright streak flashes from the staff to a point Hazlik chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. [*][B][I]Wall of Fire (4 charges). [/I][/B]Hazlik conjures a wall of fire on a solid surface he can see within 120 feet of him. The wall is 1-foot thick and up to 60 feet long and 20 feet high that is opaque and last for 1 minute. When the wall appears, a creature in the area of the wall must make a DC 16 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. Each creature that ends it turn within 10 feet of one side of the wall (selected by Hazlik) or enters the wall for the first time in a turn, takes 22 (5d8) fire damage. [*][B][I]Ice Storm (4 charges). [/I][/B]A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point Hazlik chooses within 300 feet of him. Each creature in the cylinder must make a DC 16 Dexterity saving throw, taking 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. [/LIST] [I][B]Spellcasting.[/B][/I] Hazlik is an 16th-level spellcaster. his spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). Hazlik has the following wizard spells prepared: Cantrips (at will): [I][B]fire bolt**[/B], light, mage hand, prestidigitation, [B]shocking grasp[/B][/I] 1st level (4 slots): [I]detect magic, identify, [B]magic missile[/B],[B] thunderwave[/B][/I] 2nd level (3 slots): [I]detect thoughts,[B] melf's acid arrow[/B], misty step[/I] 3rd level (3 slots): [I]counterspell, fly, lightning bolt*[/I] 4th level (3 slots): [I]banishment, [B]fire shield[/B], stoneskin*[/I] 5th level (3 slots):[I][B] cone of cold[/B], scrying, wall of force[/I] 6th level (1 slot): [I]globe of invulnerability, [B]sunbeam[/B][/I] 7th level (1 slot): [B][I]forcecage[/I][/B] 8th level (1 slot): [I]mind blank* Evocation spells are in [B]bold [/B]text, Hazlik gains a +5 damage bonus with these spells. *Hazlik casts these spells on himself before combat and his CR assumes they are in effect. **See Actions, Hazlik's CR assumes he attacks with these spells cast at the highest possible level.[/I] [B][I]Fire bolt. [/I][/B]Ranged Spell Attack. +10 to hit, range 120 ft., one target. Hit. 27 (4d10 + 5) fire damage. [B][I]Overchannel Lightning Bolt (one 5th level slot). [/I][/B]A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Hazlik in a direction he chooses. Each creature in the line must make a DC 16 Dexterity saving throw, taking 65 (10d6 + 5) lightning damage on a failed save, or half as much damage on a successful one [B][U]REACTIONS[/U] [I]Ring of Evasion (3 Charges). [/I][/B]Hazlik spends one of his ring's charges when he fails a Dexterity saving throw, turning the failed save into a successful one. [B][I]Spell Absorption.[/I][/B] Hazlik's staff absorbs the magic of a spell that targets him, cancelling the spell's effect and his staff regains charges equal to the absorbed spell's level. [U][B]LEGENDARY ACTIONS[/B][/U] Hazlik can take 2 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Hazlik regains spent legendary actions at the start of her turn [B]Quick Feet. [/B]Hazlik moves up to half his speed. This movement does not provoke opportunity attacks. [B]Attack.[/B] Hazlik makes a staff or dagger attack. [B]Quick Casting (Cost 2 actions). [/B]Hazlik casts a cantrip. [B][U]ELITE ACTIONS[/U][/B] If Hazlik's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord. [B][I]Potion (Costs 2 Actions).[/I][/B] Hazlik drinks on of the following potions: [LIST] [*][B]Flying.[/B] Hazlik gains a flying speed of 30 feet for 1 hour. [*][B]Giant Strength.[/B] Hazlik's strength becomes 27 for 1 hour. He gains +5 bonus to his weapon attack and damage rolls. [*][B]Supreme Healing. [/B]Hazlik regains 45 (10d4 + 20) hit points. [/LIST] --- [B][U]EQUIPMENT[/U][/B] Hazlik has many magical items and equipment in his possession. He is typical wearing or carrying the following magic items: [LIST] [*]Robe of the Archmagi (attuned) [*]Staff of the Magi (attuned, 48 charges) [*]Ring of Evasion (attuned, 3 charges) [*]Dagger (+1) [*]Potions: flying, giant strength, supreme healing [/LIST] [/QUOTE]
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