Monster
Wood Elf Wizard
Outside your table’s allowed sources
Official reference · CM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 45 (10d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 7
- Alignment
- Neutral Evil
- Strength
- 9
- Dexterity
- 14
- Constitution
- 10
- Intelligence
- 17
- Wisdom
- 13
- Charisma
- 12
- Passive Perception
- 14
- Skills
- arcana: +6; deception: +4; perception: +4; stealth: +5
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
Traits
Fey Ancestry
The wood elf has advantage on saving throws against being charmed, and magic can't put the wood elf to sleep.
Actions
Staff
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, plus 3 (1d6) poison damage.
Summon Demon (1/Day)
The wood elf magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Innate Spellcasting
The wood elf's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
The wood elf is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wood elf has the following wizard spells prepared:
Spell slots: 0: spells: mage hand, minor illusion, poison spray, ray of frost; 1: slots: 4; spells: mage armor, magic missile, shield, witch bolt; 2: slots: 3; spells: alter self, misty step, web; 3: slots: 3; spells: fly, lightning bolt; 4: slots: 3; spells: Evard's black tentacles, greater invisibility; 5: slots: 2; spells: cloudkill