Bestiary · Humanoid

Human PR 13

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.

Mysterious Miracle Mage, drawn at Medium scale
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

  • 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.

  • Traveler's Staff

    +10 to hit · reach 10 ft.

    4d8 + 5 force damage

  • 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.

  • Unmake the Working

    Every spell in effect within 60 feet ends, and each creature that was maintaining one takes 8d8 psychic damage.

  • Step Aside Bonus action

    The mage teleports up to 120 feet to a space he can see.