AC 16 (natural armor)
HP 85 (10d8+40; bloodied 42
Speed 25 ft.
Proficiency +2; Maneuver DC 14
Saving Throws Int +3, Cha +4
Skills Athletics +5, Perception +5 (+1d4), Survival +5
Senses darkvision 60 ft.,passive Perception 17
Languages Common, Undercommon
Innate Spellcasting. The motleymage’s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The motleymage can innately cast the following spells, requiring no material components:
At will: acid splash , ray of frost , shocking grasp
5/day: magic missile , shield
3/day: invisibility , misty step
Mimicry. The motleymage can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Insight check.
ACTIONS
Multiattack. The motleymage attacks once and casts a spell.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Shocking Grasp (Cantrip; V, S). Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Ray of Frost (Cantrip; V, S). Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s Speed is reduced by 10 feet until the start of the motleymage’s next turn.
Acid Splash (Cantrip; V, S). Up to 2 creatures that are within 5 feet of each other and within 60 feet of the motleymage make a Dexterity saving throw or take 3 (1d6) acid damage.
Magic Missile (1st-Level; V, S). Three glowing arrows fly from the motleymage simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage.
Invisibility (2nd-Level; V, S, Concentration ). The motleymage is invisible for 1 hour or until they attack or cast a spell.
BONUS ACTIONS
Misty Step (2nd-Level; V). The motleymage teleports to an unoccupied space they can see within 30 feet. The mage can’t cast this spell and a 1st-level or higher spell on the same turn.
REACTIONS
Shield (1st-Level; V, S). When the motleymage is hit by an attack or targeted by magic missile , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
The mottled and chitinous skin of these creatures is the least disturbing aspect of their appearance. Though definitely humanoid, a motleyfolk looks as though they were made from pieces of different creatures—the arm of an orc, one ear like a dwarf ’s, the lithe fingers of an elf—but with no symmetry or arrangement to the mishmash of limbs and appendages from different species. Worst of all these particular motleyfolk emanate odors of brimstone and sulfur, and unsettling dark red scales and bloody horns jut out from their bodies.
The origins of these monstrosities—and their relation to most other motleyfolk, who are best known for bearing the body parts of animals and insects—is a matter of debate, but all of them center on Nemirtvi. The horrific experiments into artificial life and undeath by the primordial vampire lord span centuries. Some speculate that these are two strains of the same unholy experiment, some twisted version of evolutionary ancestry. The prevailing theory however (mostly among his motleyfolk servants themselves) is that the original motleyfolk served as inspiration for their fleshy counterparts. The circumstantial evidence for this is that a more humanoid creature would fall more easily under Nemtirvti’s vampiric dominion, making for an ideal blueprint for his hellish army.
Tactics
These arcane-wielding warriors remain aloof throughout the beginning of combat; once they’ve identified the most powerful and dangerous opponent they move into the fray with their spells, casting magic
Freelinking: Node title missile first does not exist
and then moving on to
ray of frost
and
shocking grasp
.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.