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Monster Manual (5e)

Mage CR: 6

Small to Medium humanoid, any alignment
Armor Class: 15 (Mage Armor)
Hit Points: 40 (9d8) 9d8
Speed: 30 ft

STR

9 -1

DEX

14 +2

CON

11 +0

INT

17 +3

WIS

12 +1

CHA

11 +0

Saving Throws: Intelligence +6, Wisdom +4
Skills: Arcana +6, History +6
Senses: Passive Perception 11
Languages: Common, & any three languages
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3
by Ariamis Arts

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


  • Variant: Familiars. Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.

    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.

    Suggested Environments

    Any Climate; Any Terrain


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