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Wizzrobe Wilewright

Wizzrobe Wilewrights prefer to cause chaos, rather than directly inflicting damage. They use their Elemental Trick and Mage’s Manipulation spells to debilitate foes, depending on other monsters to finish them.

Wizzrobe Wilewright
Rank 3 Arcane Hunter
HP: 28 MP: 32 SP: 8
Defense: 10 (Medium) Concentration: 16
Initiative: +8 Evasion: 16
Size: Medium Vitality: 14
Movement: 6 (Walking), 3 (Swimming)
Magic Salvo Damage: 19
To-Hit Check: +8 Range: Projectile 8
Elemental Trick Damage: -
4 Magic Range: 1 target in 8 squares
Roll To-Hit Target’s Concentration; on success, target is afflicted with the status associated with this creature’s current Element.
Mage’s Manipulation Damage: -
4 Magic Range: 1 target in 8 squares
You may attempt a Combat Maneuver of your choice against the target, as if you were in Melee range with them.
Vanish Damage: -
8 Magic Range: Burst 1 / Blast 3
Roll To-Hit target’s Concentration; on success, target is Blinded until the end of their next turn. You may enter stealth as part of this attack; if you do, all foes caught in the burst do not see your movement for the remainder of your turn, regardless of whether or not they were Blinded (but may still perform Reactions in response to your attacks).
Wizzrobe’s Wave Damage: 21
3 Magic Range: Projectile 8
-
Default Weapon: Wizzrobe’s Staff
(Rank 3 Metal Staff)
Accuracy: 2 Attack: 13 Durability: 13
Phasing Step (Passive)
If this creature does not use its Standard Action in a given turn, it is Hard to Hit, and can pass through thin amounts of matter (such as grates or doors) until it uses a Standard Action or Reaction.
Telekinetic Talent (Passive)
This creature may use Arcana in place of Athletics for the purposes of initiating Combat Maneuvers.
Rational Intelligence, Magic Sense
Immunity: (Element), (Element’s status), (Element’s weather)
Vulnerability: (Vulnerability Element)
Combat 4 Willpower 6 Accuracy 4
Hearts 7 Magic 8 Stamina 2
Athletics 3 Arcana 8 Nature 2
Civilization 5 Perception 5 Agility 8
Fortitude 4 Influence 6 Command 3
Intimidate 6 Discipline 6 Insight 6
Mechanics 2 Perform 4 Guile 6
Smithing 2 Enchanting 8 Cooking 2
Drops Weapon (when available)
3x Wizzrobe Mote (Rank 3 Monster Part)

Wizzrobe and Elements

Wizzrobes’ Vulnerabilities and abilities depend on the element they’ve taken on. Use this table to determine what effects a Wizzrobe of a given element might have.

Element Gemstone Status Vulnerability Weather
(None) Amber Prone (None) Clear
Dark Onyx Blinded Light Coldsnap
Earth Emerald Sand-Covered Ice Sandstorm
Fire Ruby On Fire Water Heatwave
Ice Sapphire Slowed Fire Coldsnap
Light Diamond Cursed Dark Heatwave
Shock Topaz Off-Balance Earth Rain
Water Opal Soaked Shock Rain

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.