Dark Shaman Koranthal CR: 7
Medium humanoid (orc) , choatic evil
Armor Class: 17
Hit Points: 18d10+51
Speed:
30 ft
Saving Throws: WIS +8, CON +6
Skills: Arcana +6, Religion +6
Damage Resistances: Fire, Lightning; Bludgeoning from nonmagical attacks
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Orc, Common
Challenge Rating: 7
( 2,900 XP)
Proficiency Bonus: +3
10th-level spellcaster (WIS-based)
Spell Save DC:16
Spell Attack Bonus:** +8
At will:
Homebrew
Fire Bolt
1-level Abjuration
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Fire
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 10-foot-radius sphere, targets on that point take 3d6 fire damage. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Mage
Homebrew
Flame Rift
4-level Abjuration
Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity save
You tear open a burning fault line in the ground. Choose a point within range to create a 30-foot-long, 5-foot-wide fissure of flame. When it appears, all creatures in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half on success. The rift remains as difficult terrain and deals 2d8 fire damage to any creature that enters it or ends its turn there.
Available for: Mage
Homebrew
Combustion
5-level Evocation
Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You ignite a creature with unstable flame. The target must succeed on a Dexterity saving throw or take 5d10 fire damage and ignite in arcane fire. While burning, it takes 2d10 fire damage at the start of each of its turns for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Available for: Mage
Dark Flame Channeling. When Koranthal casts a fire spell, one creature within 10 feet of the target also takes 4 fire damage.
Legendary Resistance (2/Day). If Koranthal fails a saving throw, he can choose to succeed instead.
Actions
Staff of Ash. Melee Weapon Attack: +6 to hit, one target. Hit: 1d6+3 bludgeoning damage plus 1d8 fire damage.
Searing Totem (Recharge 5–6). Summons a flaming totem (AC 10, HP 25) within 60 ft. At the end of Koranthal's turn, the totem pulses, dealing 3d6 fire damage to all creatures within 10 ft. Lasts for 3 rounds or until destroyed.
Reactions
Homebrew
Spellmirror
4-level Abjuration
Casting Time: 1 reaction, taken when you are targeted by a spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
You create a glimmering shield of arcane energy that reflects magic. Until the start of your next turn, whenever a spell targets only you and misses or you succeed on the saving throw, you may choose to reflect the spell back at its caster, using your spell save DC.
Available for: Mage
Legendary Actions
Cast Cantrip. Koranthal casts Fire Bolt.
Totemic Surge. One of Koranthal's active totems pulses immediately.
Ashstep. Koranthal teleports up to 30 ft. to an unoccupied space he can see through flame.
On initiative count 20 (losing ties), Koranthal can take a lair action:
Totem Bloom. Two fire totems erupt from the ground in empty spaces within 30 ft. of Koranthal. They persist for 3 rounds or until destroyed. Enemies that enter a totem’s aura take 2d8 fire damage.
Koranthal leads the corrupted shamanic rites beneath Orgrimmar. His mastery of fire and shadow, bound with dark elemental pacts, allows him to command both flame and fear. Where he walks, totems ignite and reality scorches.
Suggested Environments
Underground, Cultist Encampments, Elemental Nexus