Spellcasting. The mage is a 7th-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): burning hands, chromatic orb, magic missile, shield
2nd level (3 slots): misty step, aganazzar's scorcher
3rd level (3 slots): lightning bolt, fireball, fly
4th level (3 slots): control water, ice storm
Multiattack. The mage makes one horn attack and one longsword attack.
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the mage succeeds on a Strength contest against the target the target is also knocked prone.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Description
Another feature of the advanced society of the nelanther minotaurs is that they produce quite powerful mages. Unlike most they rely on brawn as much as magical power in combat.
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