Armor Class
12
Hit Points
85
(9d10 + 5)
Speed
30 ft., Swim 45 ft.
STR
8
(-1)
DEX
14
(+2)
CON
11
(+0)
INT
20
(+5)
WIS
20
(+5)
CHA
16
(+3)
Saving Throws
INT +7, WIS +7
Damage Resistances
Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses
Passive Perception 11
Languages
Any four languages
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
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 Water General 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
2nd level (3 slots): misty step
3rd level (3 slots): counterspell
4th level (3 slots): 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.
Description
One Of The 4 GeneralsOf the HighLord
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