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Creatures

Infernal Warmage

Infernal Warmage

Arcane Practitioners. After the fall, some angels were content to take up arms as footsoldiers in the ranks of the army of darkness, serving as Infernal Legionaries. However, some angels were not content to give up their access to magic so easily. After losing their access to divine grace, some angels pursued the use of magic through their own intellect, resulting in a new breed of intelligent and magically talented fiend known as the Infernal Warmage.

Unholy Glass Cannons. The physical form of the Infernal Warmage has become diminished and fragile as a result of their prideful intellectual pursuits. The process of seeking magical prowess came at the cost of their bodily constitution; Warmages are among the weakest members of the army of darkness. However, what they may lack in physical strength, they make up for in deadly efficiency on the battlefield.

Combat Tips. Infernal Warmages epitomize the stereotype of the “glass cannon.” They can deal massive amounts of damage, but cannot survive focused attacks from their enemies. As a result, Infernal Warmages will only engage in combat if accompanied by allies. Warmages will stay at the fringes of the battlefield, dealing damage from range while allowing their sturdier allies to rush into melee with the enemy.

Infernal Warmage

Medium Fiend, Lawful Evil

Armor Class: 12

Hit Points: 42 (12d6)

Speed: 30 ft., Hover 30 ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)10 (+0)20 (+5)14 (+2)10 (+0)

Saving throws: Int +9, Wis +6

Skills: Arcana +9, History +9, Perception +6

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, fire

Condition Immunities: poisoned, petrified, prone

Senses: blindsight 60 ft., passive perception 16

Languages: Infernal and any 6 other languages

Challenge: 9 (5,000 XP) Proficiency: +4

Features

Magic Resistance: The warmage has advantage on saving throws against spells and other magical effects.

Magic Sense: The warmage knows the exact location of every spellcaster, magic item, and active spell within 120 feet.

Actions

Spellcasting: The warmage is a 12th-level spellcaster. Its spellcasting ability is Intelligence (+9 to hit, DC 17), and it has the following spells prepared.

At will: fire bolt, mage hand, message, produce flame

1st level (4 slots): magic missile, shield

2nd level (3 slots): misty step, scorching ray

counterspell, fireball, slow*

3rd level (3 slots):

4th level (3 slots): polymorph*, wall of fire*

5th level (2 slots): cone of cold, telekinesis*

6th level (1 slot): chain lightning

*This spell requires concentration

Reactions

Warcaster: When a hostile creature’s movement provokes an opportunity attack, the Warmage can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Azrael's Guide to the Apocalypse, printed page 213.