Hadozee Shipmage [1]
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Medium Humanoid (Hadozees, Wizards), Any Alignment
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Armor Class: 15 (with mage armor, 12 without)
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Hit Points: 46 (9d6+18)
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Speed: 30 ft., climb 30 ft., see Glide
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Saving Throws: Int +5, Wis +4
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Skills: Arcana +5, Insight +4, Investigation +5
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Senses: passive Perception 12
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Languages: Common, Hadozee
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Habitat: Forest, Wildspace
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Plane: Astral Plane
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Challenge: 9 (5,000 xp)Proficiency Bonus (PB): +4
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Features
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.
Spellcasting. The hadozee can cast spells using Intelligence as its spellcasting ability (spell save DC 15, +7 to hit with spell attacks). The following are suggested spells:
- cantrips (at will): dancing lights, fire bolt, prestidigitation, toll the dead
- 1st level (4 spell slots): comprehend languages, detect magic, feather fall, mage armor, witch bolt
- 2nd level (3 slots): air bubble, darkvision, invisibility
- 3rd level (3 slots): counterspell, lightning bolt, tongues
- 4th level (3 slots): banishment, black tentacles, dimension door
- 5th level (1 slots): create spelljamming helm
Dagger. Melee Weapon Attack or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range (20/60), one target. Hit: 4 (1d4+2) piercing damage.
Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 feet, one target. Hit: 10 (2d10) fire damage. If the target was an object, not worn or carried, the object is set afire.
Toll the Dead. The hadozee targets one creature within 60 feet. That creature must succeed on a Wisdom saving throw (DC 15) or take 8 (2d8) necrotic damage (12 (2d12) necrotic damage if the target is below its hit point maximum). This is a spell.
Safe Descent. [2] When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Counterspell. If the hadozee sees a creature is casting a spell it can use its reaction and a 3rd level spell slot to try to counter the spell. If the spell was 3rd level or lower, its spell fails and has no effect. If the spell was 4th level or higher, the hadozee must make an Intelligence check (DC 10 + the spell's level). On a success, the creature's spell fails and has no effect.
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Rare hadozee wizards often serve on Spelljammer ships, often as the spelljammer navigator.
Sources and Notes[edit]
Back to Main Page → 5x → 5e → Monster → Humanoid → Hadozee
Back to Main Page → 5x → 5e → Campaign Settings → Spelljammer