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, hold person
3rd level (3 slots): counterspell, fireball, fly, vampiric touch
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): dominate person, enervation
Petrifying Gaze. If a creature starts its turn within 30 feet of the
basilisk mage and the two of them can see each other, the basilisk mage
can force the creature to make a DC 14 Constitution saving
throw if the basilisk mage isn't incapacitated. On a failed save, the
creature magically begins to turn to stone and is restrained. It
must repeat the saving throw at the end of its next turn. On a
success, the effect ends. On a failure , the creature is petrified
until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the
saving throw at the start of its turn. If it does so, it can't see
the basilisk mage until the start of its next turn, when it can avert its
eyes again. If it looks at the basilisk mage in the meantime, it must
immediately make the save.
If the basilisk mage sees its reflection within 30 feet of it in bright
light, it mistakes itself for a rival and targets itself with its gaze.
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.
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