Medium undead, neutral evil
Armor Class 16 (Mage Armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
8 (-1)
16 (+3)
16 (+3)
16 (+3)
10 (+0)
12 (+1)
Saving Throws CON +5, INT +5
Skills Arcana +6, History +6, Religion +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Draconic Understands all languages it knew in life
Challenge 3 (700 XP)

Turn Resistance. The skeletal mage has advantage on wisdom saving throws against turn undead. 

Spellcasting. The skeletal mage is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The skeletal mage has the following Wizard Spells prepared:

• Cantrips (at will): Fire Bolt, Chill Touch, Mage Hand, Minor Illusion
• 1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield
• 2nd level (3 slots): Misty Step, Scorching Ray
• 3rd level (3 slots): Counterspell, LIghtning Bolt, Fly


Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) or versatile 4 (1d8) piercing damage.


Skeletal mages are minor spellcasters who have retained both their intelligence and their spellcasting abilities.

Environment: Urban