LGtC:Dremora Kynval Mage

Dremora Kynval Mage
Medium Fiend (Daedra), Typically Lawful Evil

Armor Class 12 (15 with mage armor)
Hit Points 71 (13d8 + 13)
Speed 30 ft.

9 (-1) 15 (+2) 13 (+1) 16 (+3) 15 (+2) 19 (+4)

Saving Throws End +4, Wil +5, Per +7
Skills Arcana +7, Intimidation +6
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 7 (2,900 XP)Proficiency Bonus +3
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.
Multiattack. The dremora makes three flare attacks.

Bound Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands.

Flare. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 15 (2d10 + 4) fire damage.

Spellcasting. The dremora casts one of the following spells, using Personality as the spellcasting attribute (spell save DC 15, +7 to hit with spell attacks). The dremora is a 9th level spellcaster and has 37 magicka points:
At Will: mage hand, minor illusion, thaumaturgy
Apprentice (3 magicka): burning hands, mage armor, soul trap
Expert (5 magicka): absorb magicka (cast at 4th level), fireball

Dremora Curse (Costs 5 Magicka). The dremora targets one creature it can see within 60 feet of it. The creature must make a DC 15 Intelligence saving throw. On a failed save, the creature becomes vulnerable to fire damage for 1 minute. At the end of the creature's turn, it can repeat the saving throw, ending the effect on itself on a success. A creature that is immune to fire damage automatically succeeds on the saving throw.
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.

Found In: Legionnaire's Guide to Cyrodiil

Variant: Summoner
Some kynval mages summon lesser daedra to fight for them. They have the following action:

Summon Daedra (1/Day). A scamp or a clannfear runt 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.