Medium Humanoid (Elf), Neutral Evil
Armor Class 13 (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 5 (1,800 XP)
Proficiency Bonus +3
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 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

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

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.

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.  After two hundred years of enjoying the favors of a dijinn, Aquizhor awoke to find his home ablaze and the dijinn attempting to destroy her brass lamp. Despite his best efforts, including a vow to free the creature someday, the infuriated dijinn forced Aquizhor to dispel the binding magic that had imprisoned her. The dijinn vowed vengeance upon Aquizhor, and only by sheer luck has he escaped her wrath. Aquizhor is on the run and may be seeking adventurers to hire for protection or armed escort.

Previous Versions

Name Date Modified Views Adds Version Actions
6/21/2026 11:43:52 PM
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Monster Tags: NPC

Habitat: Urban

Cowboyken64

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