Medium humanoid 2,300 XP
AC 12 (15 with )
HP 67 (9d8 + 27; bloodied 33)
Speed 30 ft.
Proficiency +3; Maneuver DC 13
Saving Throws Int +6, Wis +4
Skills Arcana +6 (+1d4), History +6, Investigation +6, Perception +4
Senses passive Perception 14
Languages any three
Spellcasting. The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): , , ,
1st-level (4 slots): , , ,
2nd-level (3 slots): ,
3rd-level (3 slots): , ,
4th-level (3 slots): ,
5th-level (1 slot):
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.
Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Fireball (3rd-Level; V, S, M). Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 14 Dexterity , taking 21 (6d6) fire damage on a failed save or half damage on a success.
Dimension Door (4th-Level; V). The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage, and the spell fails.
Greater Invisibility (4th-Level; V, S, Concentration). The mage or a creature they touch is for 1 minute.
Cone of Cold (5th-Level; V, S, M). Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution , taking 36 (8d8) cold damage on a failure or half damage on a success.
Misty Step (2nd-Level; V). The mage teleports to an unoccupied space they can see within 30 feet. The mage can’t cast this spell and a 1st-level or higher spell on the same turn.
Counterspell (3rd-Level; S). When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
Shield (1st-Level; V, S). When the mage is hit by an attack or targeted by , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
Besides the spells listed in the mage, archmage, or arcane blademaster’s stat block, they may also know one of the following spells:
1 , and has a familiar
2 , and has cast lots of magic mouths in the area
3 , and is in disguise
4 , and uses it irresponsibly
5 , and has a pet zombie or skeleton
6 , and has cast Explosive Runes
7 , and is on the run
8 , and often transforms into a hawk or rat
9 , and has been watching you
10 , and has several animated pieces of furniture
Mages are as varied as the forces of magic they wield. Some study in colleges or isolated towers, while others rule kingdoms or advise monarchs. Still others use their powers to slay their enemies or unearth forbidden secrets.
CR 0–2 1 or 2 ; with , , , or
Treasure 8 pp, spellbook, of , (sentient, named Mentor, with Intelligence, Wisdom and Charisma scores of 14; speaks 6 languages; lectures its owner on the right way to do everything)
CR 5–10 ; with 1 or 2 ; with , , , , or ; with or ; with 1d8 or ; with 1d10 ; with
Treasure jade and onyx chessboard (250 gp), tiny gold chess pieces (750 gp), spellbook, of , , twisted iron wand which acts as a
CR 11–16 ; 2 ; with ; with , , , , or ; with , , , or 2
Treasure 700 gp, ceremonial gold skullcap (2,500 gp), spellbook, of and , , cracked which displays a flickering image of its user near any scrying sensor it creates
CR 17–22 ; 2 ; with , , , , or
Treasure 3 emeralds (1,000 gp each), pseudodragon egg (5,000 gp), spellbook, , of and , ,
CR 23–30 with 3 ; with 5 or 6 , , , , or
Treasure 8,000 gp, vial of powdered diamond (5,000 gp), copper dragon egg (10,000 gp), spellbook, 2 , of and , , (archmage) or (arcane blademaster)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.