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, Stealth +5
Senses Passive Perception 11
Languages Any four languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Aura of Stealth. Allies within 10 ft. of the Illusionist have advantage on all stealth rolls.

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, minor illusion, prestidigitation

1st level (4 slots): detect magic, color spray, magic missile, shield

2nd level (3 slots): mirror image, invisibility, phantasmal force

3rd level (3 slots): counterspell, major image

4th level (2 slots): greater invisibility, phantasmal killer

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.

Firebolt. Ranged spell attack. +6 to hit, reach 120 ft., one target. Hit: 11(2d10) fire damage.

Description

The Black Eyes theives guild often hires illusionists to help with heists. Their passive stealth abilities and illusion spells makes them a powerful tool for breaking into or out of high security areas.

Monster Tags: NPC

Habitat: Urban

ThamiorDracon

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