Medium Humanoid, Neutral
Armor Class 12
Hit Points 18 (5d8 + 5)
Speed 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
17 (+3)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws INT +5, WIS +2
Skills Arcana +5, History +5
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

Cantrips (at will): elementalism, shape water, shocking grasp

1st Level (4 slots): catapult, jump, frost fingers

2nd Level (3 slots): maximilian’s earthen grasp, enlarge/reduce

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.

Description

Some members of The DOA practice the thaumaturgical arts in hopes of boosting their combat prowess and arcane abilities. Such individuals are a force to be reckoned with when grouped together, and are best to avoid in isolated regions.

Monster Tags: NPC

Habitat: ArcticCoastalSwampUrban

Saberants

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