Tranquil Spellshield

Medium humanoid (any race), any alignment

Armor Class

12 (15 with mage armor)

Hit Points

34 (8d6 + 8)

Speed

30 ft.

STR

8 (-1)

DEX

14 (+2)

CON

12 (+1)

INT

18 (+4)

WIS

14 (+2)

CHA

12 (+1)

Senses

passive Perception 12

Saving Throws

Int +7, Wis +5

Skills

Arcana +7, Insight +5, Nature +7, Persuasion +4

Languages

Any three languages

Challenge

3 (700 XP)

Arcane Recovery (1/Day). When the spellshield finishes a short rest, it can regain up to 3 total expended spell slots.

Arcane Ward. When the spellshield casts its first abjuration spell of 1st level or higher for the day, it gains 16 temporary hit points. After these temporary hit points have been reduced to 0, any additional abjuration spells the spellshield casts this day provide 5 temporary hit points.

Spellcasting. The spellshield is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The spellshield has the following wizard spells prepared:

  • Cantrips (at will): blade ward, mending, ray of frost, true strike

  • 1st level (4 slots): alarm, mage armor, shield

  • 2nd level (3 slots): arcane lock, darkvision, scorching ray

  • 3rd level (3 slots): counterspell, dispel magic, lightning bolt

Actions

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

Reactions

Project Ward. When a creature the spellshield can see within 30 feet takes damage, it can use its reaction to transfer the temporary hit points granted by its Arcane Ward to that creature.

medium
humanoid
cr3
nerzugals-extended-bestiary