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Madwick the Quizzical

Medium Humanoid, Neutral
HP 45 AC 12 CR 3

Madwick’s chaotic magic has accidentally unleashed a dangerous magical anomaly in town.

Size
Medium
Alignment
Neutral
Armor Description
Robes
Creature Type
Humanoid
Equipment
tattered wizard robes, wand carved from bone, spellbook
Formatted Speed
30 ft.
Formatted Saves
Int +5, Wis +4
Formatted Skills
Arcana +5, Insight +4
Formatted Senses
passive Perception 14
Hit Dice
6d8
Languages
Common, Draconic, Elvish
Proficiency Bonus
2
Xp
700
Abilities
CHA
11
(+0)
CON
12
(+1)
DEX
14
(+2)
INT
16
(+3)
STR
8
(-1)
WIS
13
(+1)
Speed
Walk
30
Senses
Passive Perception
14
Actions
Staff Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Magic Missile. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (3d4 + 3) force damage automatically.
Skills
  • Arcana +5
  • Insight +4
Spellcasting
Spellcasting. Madwick is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Madwick has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, shocking grasp. 1st level (4 slots): magic missile, shield, sleep. 2nd level (3 slots): mirror image, misty step. 3rd level (3 slots): counterspell, fireball.
Saving Throws
  • Int +5
  • Wis +4
Special Abilities
Unpredictable Magic. Whenever Madwick casts a spell, there is a 20% chance the spell's effect alters unpredictably (GM's discretion).
Silly Aura. Creatures that start their turn within 10 feet of Madwick must succeed on a DC 13 Wisdom saving throw or be mildly distracted, imposing disadvantage on one attack roll or ability check of their choice until the start of their next turn.
Description

A wild-eyed old man in tattered robes with a crooked smile, Madwick’s presence mixes menace with unexpected whimsy.

Hook

Madwick’s chaotic magic has accidentally unleashed a dangerous magical anomaly in town.

Motivation

Madwick seeks ancient arcane knowledge but is as easily distracted by trivial curiosities and pranks.

Personality

Unpredictable and eccentric; he can switch from suddenly scary threats to silly jests without warning.

GM Notes

- Use Unpredictable Magic to keep players guessing about spell effects.
- Silly Aura can disrupt combat flow without fully incapacitating foes.
- Roleplay sudden mood swings between grim threats and madcap humor.

Created with Town Scryer for Dungeons & Dragons 5th Edition

by VoidbornCorsair8527