Mysterious Miracle Mage
No record shows where he trained, what he wants, or whether the two towns that record his arrival a century apart are describing the same man. He arrives, takes a room and acts for his own reasons: a drought broken, a siege lifted, a wedding ruined. He ignores petitions and helps whoever interests him.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 17
- Hit points
- 225 (30d8 + 90)
- Proficiency
- +5
- STR 11 +0 save +0
- DEX 15 +2 save +2
- CON 16 +3 save +3
- INT 21 +5 save +10
- WIS 20 +5 save +10
- CHA 20 +5 save +10
- Skills
- Arcana +10 , History +10 , Insight +10 , Lore +10 , Persuasion +10
- Passive Perception
- 15
- Senses
- truesight 60 ft.
- Languages
- Common, Old Valar, Sylvan, Primordial, Draconic
- Damage resistances
- fire, cold, lightning, psychic
- Found in
- Farmland , Deep Space
Equipment
Traits
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Uncontrollable
The mage cannot be compelled, hired, bargained with or predicted. He helps where he chooses and leaves without saying why.
-
Untraceable
The mage cannot be followed, scried or tracked once he has left a place.
-
Turn Aside
When the mage fails a saving throw he can choose to succeed instead. He can do this three times a day.
Actions
-
Multiattack
The mage makes three Traveler's Staff attacks, or uses Miracle and makes one.
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Traveler's Staff
+10 to hit · reach 10 ft.
4d8 + 5 force damage
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Miracle
One thing that is going wrong within 300 feet stops going wrong: a fire goes out, a wall holds, a dying creature stabilizes at half its hit points, a flood turns. He can do this once.
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Unmake the Working
Every spell in effect within 60 feet ends, and each creature that was maintaining one takes 8d8 psychic damage.
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Step Aside Bonus action
The mage teleports up to 120 feet to a space he can see.