Magebreaker
The Griffon's Saddlebag: Book Two p. 411 (Third Party)
- Size
- Medium
- Type
- humanoid (any)
- Alignment
- lawful evil
- AC
- 18 (plate armor)
- Hit Points
- 135 (18d8+54)
- Speed
- walk 30 ft.
- Saving Throws
- Int +7, Wis +8, Cha +8
- Skills
- Intimidation +8, Insight +8, Investigation +11, Perception +8
- Passive Perception
- 18
- Languages
- Common plus two other languages
- Challenge
- 14
Traits
Proficiency Bonus
+4
Justicar's Smite
When the mage-arbiter hits with any attack, the target takes an extra 4 (1d8) radiant damage (included in the attack). If the target has any remaining spell slots, it takes an extra 9 (2d8) radiant damage.
Magic Resistance
The magebreakerhas advantage on saving throws against spells and other magical effects.
Spellcasting
The mage-arbiter is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16). It has the following paladin spells prepared:
- 1st level (4 slots): command, detect evil and good, detect magic, hunter's mark
- 2nd level (3 slots): branding smite, hold person, zone of truth
- 3rd level (3 slots): dispel magic, fear
- 4th level (3 slots): banishment, locate creature
Actions
Multiattack
The magebreaker makes two attacks.
Halberd
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage plus 4 (1d8) radiant damage, or 9 (2d8) radiant damage if the target has any remaining spell slots.
Spells
Command, Detect Evil and Good, Detect Magic, Hunter's Mark, Branding Smite, Hold Person, Zone of Truth, Dispel Magic, Fear, Banishment, Locate Creature
Spell Slots
0,4,3,3,3
Other data
description
Perhaps the only thing truly feared by rank and file Justicars, magebreakers are uniquely trained to combat the skills and abilities of mages, Justicars, and Spelldrinkers alike. Operating outside the main command structure and only reporting to mage-arbiters, mere rumor of a magebreaker visiting an outpost of Justicars inspires fear and strict observance of the Justicar rules and regulations.