Medium humanoid 2,300 XP
AC 12 (15 with mage armor )
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): fire bolt , light , mage hand , prestidigitation , void maw
1st-level (4 slots): detect magic , identify , mage armor , shield
2nd-level (3 slots): alter self , misty step
3rd-level (3 slots): animate dead , counterspell , fireball
4th-level (3 slots): conjure minor elementals , greater invisibility
5th-level (1 slot): cone of cold
Festung Apprentice. You learn the void maw cantrip. In addition, when you use rapid summoning to conjure a creature you can do so with only 2 rounds of casting (instead of 1d4+1 rounds). With their new master’s help, these spellcasters are able to summon minor psychic elementals using 4th-level spell slots.
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.
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 saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.
Greater Invisibility (4th-Level; V, S, Concentration). The mage or a creature they touch is invisible 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 saving throw , taking 36 (8d8) cold damage on a failure or half damage on a success.
BONUS ACTIONS
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.
REACTIONS
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 counterspell 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 magic missile , 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.
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.