Mizora
- Hit points · HP
- 89
- Armour class · AC
- 12
- Level
- 12
- Strength
- 14+2
- Dexterity
- 15+2
- Constitution
- 16+3
- Intelligence
- 14+2
- Wisdom
- 12+1
- Charisma
- 20+5
Attacks and skills 12
Chromatic Orb
Level 1 spell
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
18m
ActionLevel 1 spell slot
Disintegrate
Level 6 spell
If the target fails a Dexterity
Saving Throw, and the 10d6+40 Force damage reduces it to 0
hit points, it disintegrates into a crumbly ash.
Saving Throw, and the 10d6+40 Force damage reduces it to 0
hit points, it disintegrates into a crumbly ash.
9m
Dexterity saving throw
ActionLevel 6 spell slot
Possible damage types
Force
Fire Bolt
cantrip
Hurl a mote of fire.
18m
Action
Possible damage types
Fire
Fly
Fly to a target position.
18m
Movement Speed
Command
Level 1 spell
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
18m
Wisdom saving throw
ActionLevel 1 spell slot
Counterspell
Level 3 spell
Try to stop a spell being cast.
18m
ReactionLevel 3 spell slot
Crown of Madness
Level 2 spell
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
18m
Wisdom saving throw
ActionLevel 2 spell slot
concentration
Eyebite
Level 6 spell
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
18m
Wisdom saving throw
ActionLevel 6 spell slot
concentration
Freedom of Movement
Level 4 spell
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained.
1.5m
ActionLevel 4 spell slot
Haste
Level 3 spell
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
9m
ActionLevel 3 spell slot
concentration
Hold Monster
Level 5 spell
18m
Wisdom saving throw
ActionLevel 5 spell slot
concentration
Dimension Door
Level 4 spell
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
2m
ActionLevel 4 spell slot
Traits 8
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Magic Resistance
Has
Advantage on
Saving Throws against spells and other magical effects.
Advantage on
Saving Throws against spells and other magical effects.Metamagic: Distant Spell
Increase the range of spells by 50%. Melee spells get a range of 9m.
Costs 1 Sorcery Point per spell.
Costs 1 Sorcery Point per spell.
Metamagic: Extended Spell
Double the duration of conditions, summons, and surfaces caused by spells.
Costs 1 Sorcery Point per spell.
Costs 1 Sorcery Point per spell.
Metamagic: Heightened Spell
Targets of spells that require
Saving Throws have
Disadvantage on their first Saving Throw.
Costs 3 Sorcery Points per spell.
Saving Throws have
Disadvantage on their first Saving Throw. Costs 3 Sorcery Points per spell.
Metamagic: Quickened Spell
Spells that cost an action cost a bonus action instead.
Costs 3 Sorcery Points per spell.
Costs 3 Sorcery Points per spell.
Metamagic: Twinned Spell
Spells that only target 1 creature can target an additional creature.
Costs 1 Sorcery Point per
spell slot level used.
Cantrips also cost 1 Sorcery Point.
Costs 1 Sorcery Point per
spell slot level used.
Cantrips also cost 1 Sorcery Point.Darkness Rules
No game description available.
Initial conditions and difficulty effects 0
1 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.