Evoker Wizard 5e : Monsters Guide for 5th Edition D&d

Evokers harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces.

Medium Humanoid, Any Alignment

Proficiency Bonus: +4
Armor Class: 12 (15 with mage armor)
Hit Points: 121 (22d8 + 22)
Speed: 30 ft.

STR – 9 (-1)
DEX – 14 (+2)
CON – 12 (+1)
INT – 17 (+3)
WIS – 12 (+1)
CHA – 11 (+0)

Saving Throws: Int +7, Wis +5

Skills: Arcana +7, History +7

Senses: passive Perception 11

Languages: any four languages

Challenge: 9 (5,000 XP)


Multiattack: The evoker makes three Arcane Burst attacks.

Arcane Burst: Mefee or Ranged Spell Attack: +7 to hit, reach 5ft. or range 120ft., one target. Hit: 25 (4d10 + 3) force damage.

Sculpted Explosion (Recharge 4-6): The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder.

The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity saving throw.

The evoker can select up to three creatures it can see in the area to ignore the spell, as the evoker sculpts the spell ‘s energy around them.

On a failed save, a creature takes 40 (9d8) damage of the chosen type and is knocked prone.

On a successful save, a creature takes half as much damage and isn’t knocked prone.

Spellcasting: The evoker casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: fight, mage hand, message, prestidigitation

2/day each: ice storm, lightning bolt, mage armor 1/day: wall of ice.