Evoker

(Volo's Guide to Monsters)

Medium humanoid (any race), Any alignment

Armor Class12, 15 with mage armor
Hit Points66 (12d8 + 12)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Saving ThrowsInt +7, Wis +5
SkillsArcana +7, History +7
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
Languagesany four languages
Challenge9

Traits

Sculpt Spells.

When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Actions

Quarterstaff.

Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

Spellcasting

The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:

Cantrips: fire bolt*, light*, prestidigitation, ray of frost*

Level 1 (4 slots): burning hands*, mage armor, magic missile*

Level 2 (3 slots): mirror image, misty step, shatter*

Level 3 (3 slots): counterspell, fireball*, lightning bolt*

Level 4 (3 slots): ice storm*, stoneskin

Level 5 (2 slots): Bigby's hand*, cone of cold*

Level 6 (1 slots): chain lightning*, wall of ice*