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Ma'randru-jo

Ma'randru-jo is a Khajiit wizard, he is a member of Ri'saad's Caravan, a group of wandering trader's active in Skyrim that go across Tamriel selling extoic goods. He is a skilled illusionist and works as a trader selling magical goods and services.   Quotes:
"Purchase something or leave. Those are your options."
"Now aren't you a strange one. Well, if you're here to shop, shop. If not, find some other caravan to stalk."
"May you walk on warm sands."
"And how may Ma'randru-jo assist you, hmm?"   In conversation:
Atahbah: "We have been in this land for so long, I have forgotten what it feels like to walk on warm sand."
Ma'randru-jo: "Yes, I know what you mean. My toes are numb from the cold more often than not."
Atahbah: "Do you ever find that you regret making this journey?"
Ma'randru-jo: "In truth I do not. I have always dreamed of seeing new lands, and it does not hurt that we are making a good profit."
Atahbah: "That is true. Perhaps I should be more grateful for this opportunity. Not many Khajiit can say that they have visited Skyrim."
He wears a set of Mage Robes and a pair of boots. He is equipped with an elven longsword (1d8+1), and carries a selection of common items and gold.
Children

Illusionist

Medium Any race, Any

Armor Class 12 (15 with mage armour)
Hit Points 38 (7d8+7)
Speed: 30 ft

STR

9
( -1 )

DEX

14
( +2 )

CON

13
( +1 )

INT

16
( +3 )

WIS

11
( +0 )

CHA

12
( +1 )

Saving Throws Intelligence +5, Wisdom +2
Skills Arcana +5, History +5, Performance +5, Sleight of Hand +4
Senses passive Perception 10
Languages Common, three other languages
Challenge Rating 3
Proficiency Bonus +2

The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:  

Cantrips (at will)

Dancing Lights, Mage Hand, Minor Illusion, Poison Spray  

1st-level (4 slots)

Colour Spray*, Disguise Self*, Mage Armour, Magic Missile  

2nd-level (3 slots)

Invisibility*, Mirror Image*, Phantasmal Force*  

3rd-level (3 slots)

Major Image*, Phantom Steed*  

4th-level (1 slot)

Phantasmal Killer*   * Illusion spell of 1st-level or higher

Actions

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

Bonus Actions

Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.


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