Assassins of Mages. When a powerful spellcaster challenges the world order, it often falls to a runic mageslayer to cast them down. They gain powerful resistance to magical effects and can even disrupt spells from the intricate runes tattooed across their bodies, making them deadly foes to spellcasters.
Unarmored Warriors. Most mageslayers eschew armor and clothing that covers their tattoos, as these barriers hinder their markings’ ability to absorb magic.
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Runic Mageslayer - D&D 5e
Medium humanoid, any alignment
Armor Class 16 (unarmored defense)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
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STR
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DEX
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CON
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INT
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WIS
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CHA
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19 (+4)
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15 (+2)
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18 (+4)
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19 (+4)
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12 (+1)
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10 (+0)
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\Saving Throws Dex +5, Wis +4
Skills Arcana +10, Athletics +7, Investigation +7, Perception +4
Senses passive Perception 14
Languages Common and one other language
Challenge 7 (2,900 XP) Proficiency Bonus +3
Magic Resistance. The mageslayer has advantage on saving throws against spells and other magical effects.
Unarmored Defense. The mageslayer adds its Dexterity and Constitution modifier to its AC while unarmored.
Spell Tracker. The mageslayer detects all active magical effects within 60 feet of them.
Actions
Multiattack. The mageslayer makes three attacks with its longsword.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when wielded with two hands.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Dispelling Detonation (Recharge 6). The mageslayer targets a point it can see within 60 feet of it and creates a 30-foot-radius sphere explosion of magic energy that dispels any active magical effects. All creatures in that area must succeed on a DC 15 Wisdom saving throw, taking 16 (3d10) necrotic damage on a failure or half-damage on a success. The number of damage dice increases by one for every magical effect dispelled.
Reactions
Spell Capture. When a spell is cast within 30 feet of the mageslayer, they may attempt to counteract the magic by making an Intelligence check (DC is 10 plus the spell’s level). On a success, the spell fails, and the mageslayer absorbs the magic to gain temporary hp equal to two times the dispelled spell’s level.
Runic Mageslayer - Pathfinder 2e
Creature 7
Uncommon, Medium, Human, Humanoid
Perception +16
Languages Common
Skills Arcana +15, Athletics +17, Society +15
Str +6, Dex +4, Con +6, Int +4, Wis +2, Cha +2
Items +1 striking longsword, heavy crossbow (20 bolts)
Spell Tracker (arcane, detection) The mageslayer can sense the presence of magic auras within 60 feet as though they were always using a 1st-rank detect magic spell.
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AC 23; Fort +14, Ref +15, Will +14; +1 status to all saves vs. magic
HP 115
Spell Capture [reaction] Trigger A creature Casts a Spell within 30 feet of the mageslayer; Effect The mageslayer attempts to counteract the spell (counteract rank 4, counteract modifier +15). On a success, they gain temporary Hit Points equal to twice the spell’s rank for 1 minute.
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Speed 25 feet
Melee [one-action] longsword +18 (magical, versatile P), Damage 2d8+8 slashing
Ranged [one-action] heavy crossbow +16 (range increment 120 feet, reload 2), Damage 1d10+10 piercing
Dispelling Detonation [two-actions] (arcane) The mageslayer creates an explosion of magical energy in a 15-foot burst within 60 feet. The mageslayer attempts to counteract any magical effects in the area (counteract rank 4, counteract modifier +15). Creatures in the area take 4d6 force damage, plus an additional 1d6 force damage for each successful counteract attempt, with a basic DC 23 Reflex save. The mageslayer can’t use Dispelling Detonation again for 1d4 rounds.
Slayer’s Flurry [two-actions] The mageslayer makes two longsword Strikes at a –2 penalty, each against a different target. These attacks count toward the madeslayers’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after they make all their attacks.
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