Medium Humanoid (Any Race, Sorcerer, Wizard), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 47 (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 +5, WIS +3
Skills Arcana +6, History +6
Damage Resistances Damage from Spells
Senses Passive Perception 14
Languages Any four languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
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  spells prepared:

1st level (5 slots): detect magic, mage armor, magic missile, shield, Chromatic Orb

2nd level (3 slots): misty step, suggestion, Mirror Image

3rd level (3 slots): counterspell, fireball, fly, Haste, Slow, Lightning Bolt

4th level (3 slots): greater invisibility, Banishment

5th level (1 slot): cone of cold, Wall of Force

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.

Palm Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.

Description

Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

Apprentice magicians usually train at one of the worlds many magical educational sites - and have a bit of martial prowess as well. They usually are equipped with basic wands, such as a wand of magic missiles. 

Monster Tags: NPChumanoidHumanSidekick

Habitat: Urban

WishfulWarlock3

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