Mage
Medium humanoid (any race), any alignment
Armour Class: 12 (15 with mage armour)
Hit Points: 40 (9d8)
Speed: 30 ft.
STR | DEX | CON |
9 (−1) | 14 (+2) | 11 (+0) |
INT | WIS | CHA |
17 (+3) | 12 (+1) | 11 (+0) |
Saving Throws: Int +6, Wis +4
Skills: Arcana +6, History +6
Senses: passive Perception 11
Languages: any four languages
Challenge: 6 (2,300 XP)
Abilities
Spellcasting – The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armour, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Actions
Dagger – Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.