Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (15 with mage armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +5, DEX +6, WIS +4
Skills Athletics +4, Deception +4
Damage Resistances Damage from Spells
Condition Immunities Charmed, Petrified, Stunned
Senses Passive Perception 11
Languages Thieves' Cant plus up to four other languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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 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

Actions

Multiattack. The mage makes three melee attacks: two with its scimitar and one with its dagger. Or the mage makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry. The mage adds 2 to its AC against one melee attack that would hit it. To do so, the mage must see the attacker and be wielding a melee weapon.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Battleaxe44424

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