Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages Any four languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Spellcasting. The mage is a 14th-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): blade ward, fire bolt, light, mage hand, mind sliver, minor illusion,prestidigitation, sapping sting, shocking grasp,true strike

1st level (4 slots): cause fear, detect magic, gift of alacrity, identify,mage armor, magic missile, shield, silvery barbs

2nd level (3 slots): borrowed knowledge, hold person, misty step, phantasmal force, suggestion, wristpocket

3rd level (3 slots): counterspell, dispel magic, fireball, haste, hypnotic pattern, slow, thunder step

4th level (3 slots): banishment, confusion, dimension door, greater invisibility, locate creature

5th level (3 slot):  cone of cold, mislead, synaptic static, temporal shunt

6th level (2 slots):  eyebite, flesh to stone, mass suggestion, true seeing 

7th level (1 slot):  delayed blast fireball, plane shift, tether essence

Temporal Awareness.  The mage's initiative includes its Intelligence modifier (+3).

Pause Spellcasting.  When the mage casts a spell of 5th-level or lower, it can choose to delay the spell's effects, and store it's magic inside a tiny bead.  The bead lasts for 1 hour, and it counts as a Tiny object with an AC of 15 and 1 hit point.  A creature holding the bead can use an action to release the stored spell, using the mage's spell attack bonus and spell save DC.  The creature who released the spell from the bead is treated as the caster for the purposes of sight and concentration.  

The mage can only have one of these beads at a time.  If it creates another, the previous one fades into dust, and the spell is lost.  If the bead is destroyed before the duration ends, the spell is immediately released.  If the bead remains for it's full duration without someone casting the spell, the bead crumbles to dust, and the spell is lost.  

 

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.  

Reactions

Chronal Shift (3/day).  The mage forces itself of a creature within 60 feet of it to reroll an ability check, attack roll, or saving throw it just made.   

Monster Tags: NPC

Habitat: Urban

VultureSniper

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