Mage Medium Humanoid (Any Race), Any Alignment
- Armor Class
- 12 (15 with *Mage Armor*)
- Hit Points
- 40 (9d8)
- Speed
- 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| SCORE | 9 | 14 | 11 | 17 | 12 | 11 |
| MOD | -1 | +2 | +0 | +3 | +1 | +0 |
| SAVE | -1 | +2 | +0 | +3 | +1 | +0 |
- Saving Throws
- Int +6, Wis +4
- Skills
- Arcana +6, History +6
- Senses
- Passive Perception 11
- Languages
- any four languages
- CR
- 6 (XP 2,300)
Traits
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 Armor, 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 + 1) 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.