
Modern City life with a hidden underworld made of three major powers. Vampire. Werewolves. and Mages
Played | 87 times |
Cloned | 13 times |
Created | 178 days ago |
Last Updated | 72 days ago |
Visibility | Public |

Description
The Mage Gang Leader is a cunning and charismatic figure who commands a band of rogues and spellcasters. With an agile mind for strategy and a penchant for chaos, they manipulate both magic and mercenaries to achieve their elusive goals. This leader is notorious for their ruthlessness, as they often employ deadly spells to demonstrate their power and enforce loyalty within the gang. Encountering them is a harbinger of treachery and ambush, as they use their wits to outsmart opponents on and off the battlefield.
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, Elvish, Infernal |
Armor Class | 15 |
HP Range | 45 - 70 (Avg: 58) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Arcane Bolt
The Mage Gang Leader unleashes a bolt of magical energy at a target within 120 feet, dealing 2d10 force damage on a hit.
Command Gang
As a bonus action, the Mage Gang Leader can command a bandit or ally within 30 feet to make one weapon attack.
Mist of Confusion
Once per day, the Mage Gang Leader can cast Fog Cloud, creating a thick mist that obscures vision in a 20-foot radius.
Spellcasting
The Mage Gang Leader is a 7th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). They have the following spells prepared: 3 cantrips (such as Light, Mage Hand, and Fire Bolt), and spell slots for 4 1st-level spells, 3 2nd-level spells, and 2 3rd-level spells.