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Technic League Nano Mage

More Technic League Mooks (TM).

Battle Mages
Medium humanoid (any), neutral evil

Armour Class 15 (mage armour)
Hit Points 85 (10d8 + 40)
Speed 30 ft. and Nanite Jump.

STR 10 (+0)        DEX 14 (+2)       CON 14 (+2)
INT 18 (+4)        WIS    8 (-1)       CHA 12 (+2)

Skills Cybertheurgy +6, Arcana +6, Deception +5, Perception +4, Stealth +5
Senses blindsight 10ft., darkvision 60ft. (for non-human mage), passive Perception 9
Languages Common and a spattering of high gothic.
Challenge 5 (1,800)

Nanite Jump (1/Day).  As a move action the Technic League Nano Mage either teleports 60 feet or swaps positions with one allied creature within 60 feet of him. 

Nanite Surge (1/Day). As a bonus action the Technic League Nano Mage’s body is infused with nanites. Once per day as a bonus action or a reaction, the Technic League Nano Mage can cause his nanites to surge, granting a proficiency die bonus of +1d6 to any one d20; this ability can be activated after the roll is made. When the Technic League Nano Mage uses this power, his eyes glow with red light equivalent to that of a torch in illumination for 1 round.

Nanite Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 +2) slashing damage, plus 3 (1d6) poison damage as the nanites infest the damaged skin.

Baleful Wind. The target is washed in a sea of nanites that begin reshaping the creature into something… else.  The target creature within 120 ft. that fails a DC 14 Constitution save is hexed and turned into a sheep (or similar tiny or small beast).  While in this form, the target cannot use powers.  Save ends.

Weaponised Meme. As a bonus action Technic League Nano Mage speaks an idea that no mortal was ever meant to hear let alone understand. All creatures that can hear the meme must make a DC 14 Intelligence save or become stunned for 1 minute as they try and “unlearn” what they just heard.  If the target is attacked they automatically regain their senses but have disadvantage on all attacks against Technic League Nano Mage for the remainder of the encounter until they succeed at DC 14 Intelligence save.

Countermeasures (1/Day). All creatures within melee (immediate) range take 8 (1d10 +3) slashing damage. Furthermore creatures that fail a DC 14 Strength or Dexterity saving throw are pushed back 30 feet and the target is knocked prone by the ferocity of the nano burst.

WardAs a reaction a Technic League Nano Mage can raise an arcane shield cancelling any magic missile attack and adding +4 to his AC for that attack.

Wannabe technic league captains – low level affiliates trying to earn their spurs.

Posted in Dungeons & Dragons

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