Medium Humanoid, Neutral Good
Armor Class 15 mage armor
Hit Points 5 (4d8 + 20)
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
Senses Passive Perception 11
Languages : Common, Elvish, Draconic, Deep Speech
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Drow Magic: The Mage casts the following spell using Charisma as the spellcasting ability (spell save DC 11):

At will: Dancing Lights 1/day: Faerie Fire • Spellcasting:

Spellcasting.  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

Adria has the following spell slots available per level.

1st level — 3 slots left

2nd level — 2 slots left 

Bonus Actions

Adria wears commoners’ clothes that would make her blend in with any crowd. She was captured by Fogless’s agents while trying to find refuge in the Rock of Braal. What They Want. To gain the characters’ trust and escape the Behemoth together. Resilient. Bounty hunters and mind flayers have pursued Adria on different occasions. She gained strength and skill from each failed attempt. She is not easily shaken and will keep a cool head in the most adverse situations.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Adjustments Make the following adjustments to the Mage stats • Race: Half-elf (Dark Elf Heritage)

• HP: 20 • Languages: Common, Elvish, Draconic, Deep Speech •

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Ragno1313

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