Monster
Transmuter
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 40 (9d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Any alignment
- Strength
- 9
- Dexterity
- 14
- Constitution
- 11
- Intelligence
- 17
- Wisdom
- 12
- Charisma
- 11
- Passive Perception
- 11
- Saving Throws
- int: +6; wis: +4
- Skills
- arcana: +6; history: +6
- Languages
- any four languages
Traits
Transmuter's Stone
The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:
Darkvision out to a range of 60 feet
An extra 10 feet of speed while the bearer is unencumbered
Proficiency with Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)
If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.
Actions
Quarterstaff
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:
Spell slots: 0: spells: light, mending, prestidigitation, ray of frost; 1: slots: 4; spells: chromatic orb, expeditious retreat, mage armor; 2: slots: 3; spells: alter self, hold person, knock; 3: slots: 3; spells: blink, fireball, slow; 4: slots: 3; spells: polymorph, stoneskin; 5: slots: 1; spells: telekinesis*
*Transmutation spell of 1st level or higher