Strixhaven world illustration - Urban Fantasy theme
Urban Fantasy

Strixhaven

A
All_subclasses_wizard

Welcome to strixhaven- the magical university of dnd and mtg universe, with the five mythic colleges


Author's Note: Please wright in your background your year(first year student to fourth year student), and if your year is 2-4 or if you are a first year or already did the ornitetion test, also wright in your background your college. If you are starting in a college, make its hall (for exanple, widdershins hall for witherbloom) as a starting point for you, else, start at the hall of the oracles. **proffesors, more oriq lore and adventure, more areas out of strixhaven, realationshios between npcs, more official dnd content and more npcs soon!
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Created
167 days ago
Last Updated
7 days ago
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Mage hunter
CR 5Large Monstrosity
Mage hunter
HP Range85 - 85 (Avg: 85)
AC15
XP1800

Description

Mage hunters are hideous spider-legged creatures employed by the Oriq to pursue magic-wielders. These creatures can naturally sense magic via the glowing purple spines on their backs. A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its arachnoid hunter form and pursues its targets with vicious skill. They sense every spell, sprllcaster and magic item in a range of 120ftof them. They good in stealth and perception.

Details
SizeLarge
TypeMonstrosity
CR5
XP1800
LanguagesUnderstands common and Oriq but can't speak
Defenses
Armor Class15
HP Range85 - 85 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesBlinded, Charmed, Deafened, Frightened, Prone
Actions

Claw(hunter form; multiatack of 2 claws atacks)

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Consume and destroy(reaction; 1 per round)

When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.

Mage tracker(centry form only)

The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the hunter that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour. While marked, a creature can’t become hidden from the hunter and gains no benefit from the invisible condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and directin to the creature.

Shift form(bonus action)

The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form, but that it can fly only in sentry form and climb and ingore difficult terrain only with its hunter form. There are actions that can be used only with one of the forms.

Tail(each form)

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hunter can’t make a Tail attack against another target.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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