Evoker Wizard

Medium Humanoid, any alignment
Armor Class 12 (15 with mage armor)
Hit Points 121 (22d8 + 22)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7
Senses passive Perception 11
Languages any four languages
Challenge 9 (5000 XP)     Proficiency Bonus +4
Actions

Multiattack. The evoker makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) force damage.

Sculpted Explosion (Recharge 4–6). The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the spell, as the evoker sculpts the spell's energy around them. On a failed save, a creature takes 40 (9d8) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Spellcasting. The evoker casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: light, mage hand, message, prestidigitation
2/day each: ice storm, lightning bolt, mage armor
1/day: wall of ice
Monsters of the Multiverse

  1. DnD 5e Monsters › Evoker Wizard