THE SHARED REFERENCE Adventurer

Monster

Jim Darkmagic

Outside your table’s allowed sources

Official reference · AI · 2014

Creature type
Humanoid
Size
Medium
Armor class
12, 15
Hit points
40 (9d8)
Speed
Walk 30 ft.
Challenge rating
5
Alignment
Chaotic Neutral
Strength
8
Dexterity
14
Constitution
10
Intelligence
18
Wisdom
12
Charisma
14
Passive Perception
11
Saving Throws
int: +7; wis: +4
Skills
acrobatics: +5; animal handling: +4; arcana: +7; history: +7; performance: +5
Languages
Common

Traits

Special Equipment

Jim carries a wand of wonder.

Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher)

As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.

Actions

Dagger

Melee Weapon Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Minor Conjuration

Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.

Spellcasting

Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:

Spell slots: 0: spells: fire bolt, friends, mage hand, minor illusion, prestidigitation; 1: slots: 4; spells: disguise self, Jim's magic missile, mage armor; 2: slots: 3; spells: invisibility, Jim's glowing coin; 3: slots: 3; spells: incite greed*, fireball; 4: slots: 3; spells: conjure minor elementals, polymorph; 5: slots: 1; spells: mislead

*New spell introduced in chapter 3

Quick preview