LGtC:Dremora Kynreeve Battlemage

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Dremora Kynreeve Battlemage
Medium Fiend (Daedra), Typically Lawful Evil

Armor Class 13 (16 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

STR AGI END INT WIL PER
14 (+2) 16 (+3) 15 (+2) 18 (+4) 15 (+2) 20 (+5)

Saving Throws End +6, Wil +6, Per +9
Skills Arcana +8, Intimidation +9, Persuasion +9
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances fire
Damage Immunities {{{immunities}}}
Condition Immunities {{{conditions}}}
Senses darkvision 60 ft., passive Perception 12
Languages Daedric and any two other languages

Challenge 9 (5,000 XP)Proficiency Bonus +4
Brave. The dremora has advantage on saving throws against being frightened.

Magic Resistance. The dremora has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The dremora makes three attacks with either its bound pike or its flare.

Bound Pike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 9 (2d8) fire damage.

Flare. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (3d10 + 5) fire damage.

Spellcasting. The dremora casts one of the following spells, using Personality as the spellcasting attribute (spell save DC 17). The dremora is a 9th level spellcaster and has 37 magicka points:
At Will: mage hand, minor illusion, thaumaturgy
Apprentice (3 magicka): empowering chains, mage armor, soul trap
Expert (5 magicka): banishment, fireball (cast at 4th level)

Summon Daedra (1/Day). A clannfear appears in an unoccupied space within 30 feet of the dremora and remains until destroyed or until the summoner is killed. A daedra summoned in this way rolls initiative and acts on the next available turn, acting as an ally of the dremora and obeying its commands.
Bonus Actions
Bound Weapons. The dremora summons a daedric weapon that can use its Personality modifier for attack and damage rolls, rather than Strength or Agility. The damage from this weapon is magical.
Reactions
Burning Retaliation (3/Day). Whenever a creature that the dremora can see hits it with a melee attack, the dremora can erupt in fire. Each creature within 10 feet of the dremora must make a DC 17 Agility saving throw, taking 9 (2d8) fire damage on a failed save, and half as much on a successful one.

Found In: Legionnaire's Guide to Cyrodiil