Shadowdark - Monday Monster 4 - Mazzim the Mesmerist.pdf

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Mazzim the Mesmerist
MAZZIM THE MESMERIST
A malevolent sorcerer who has mastered the arcane arts of illusion,
hypnotism, and deception. Among Mazzim’s collection of mystical baubles
and trinkets is the Skullcap of Ord, a bronze helm emblazoned with a
radiant eye that amplifies the potency of his spellcasting. His disciples
revere him as an all-wise sage who wishes to guide his people into a
utopian age of wonder shown to him by “the spirits.” They do not realize
their zealous loyalty is spurred by his magical manipulations.
AC
10,
HP
45,
ATK
2 spell +6,
MV
near,
S
-1,
D
+0,
C
+0,
I
+4,
W
+1,
Ch
+3,
AL
C,
LV
10
Skullcap of Ord.
Three times per day, cast a spell with advantage or choose
a spell being cast within far to have disadvantage.
Crystal of Mind Warping.
If a creature looks into the crystal for three
consecutive rounds, the wielder can alter one of the creature’s memories in
a plausible way or implant a new memory that could reasonably be true.
Enchant (INT Spell).
DC 12. Close, one humanoid target. The target regards
the caster as a good friend for 1d6 rounds.
Illusion (INT Spell).
DC 13. Far. Conjure a convincing visible and audible
illusion up to the size of a sailing ship within range. Touching the illusion or
passing a DC 15 INT check reveals its false nature. It lasts 1d6 rounds.
Mesmerism (INT Spell).
DC 14. Near, focus. All humanoid creatures in range
must pass a CHA check vs. the last spellcasting check at the start of their
turn or stand agape, staring at unseen images.
“Look
deeply into this crystal, and glimpse
the wonders the spirits have shown me..."
-Mazzim the Mesmerist
Art by Matt Morrow, 2023
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