Medium Humanoid (Human), Neutral Evil
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
Armor Class
15 (Mage Armor)
Hit Points
93 (11d8 + 44)
Speed
30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 18 (+4) | 19 (+4) | 16 (+3) | 13 (+1) |
Saving Throws
Con +7, Int +7, Wis +6
Skills
- Arcana +10
- History +7
- Investigation +7
- Perception +6
Damage Resistances
Force
Condition Immunities
Charmed
Senses
Passive Perception 16
Languages
Common, Draconic, Elvish
Traits
Arcane Warden
The Castle Mage has advantage on saving throws against spells and magical effects.
Battlefield Caster
Opportunity attacks against the Castle Mage are made with disadvantage.
Counterspell Specialist
Once per short rest, the Castle Mage casts Counterspell without expending a spell slot.
Defensive Casting
When the Castle Mage casts a spell while adjacent to an enemy, it doesn't provoke opportunity attacks.
Spellcasting
Spellcasting Ability: Intelligence
Spell Save DC: 15
Spell Attack Bonus: +7
Cantrips (at will)
- Fire Bolt
- Ray of Frost
- Mage Hand
- Minor Illusion
- Prestidigitation
1st Level (4 Slots)
- Mage Armor
- Magic Missile
- Shield
- Detect Magic
2nd Level (3 Slots)
- Mirror Image
- Misty Step
- Hold Person
3rd Level (3 Slots)
- Fireball
- Counterspell
- Lightning Bolt
4th Level (3 Slots)
- Greater Invisibility
- Ice Storm
Arcane Bolt
Ranged Spell Attack: +7 to hit
Range 120 ft.
Hit: 3d10 force damage.
Force Burst (Recharge 5–6)
The Mage releases unstable arcane energy.
Each creature within a 20-foot-radius sphere centered on a point within 120 feet must make a DC 15 Dexterity saving throw.
Failure: 6d6 force damage.
Success: Half damage.
Arcane Shackles (Recharge 6)
One creature within 60 feet must succeed on a DC 15 Intelligence saving throw or become magically restrained until the end of its next turn.
While restrained in this way, the creature cannot teleport.
Arcane Shift
The Mage magically teleports up to 20 feet to an unoccupied space it can see.
Arcane Shift
The Mage magically teleports up to 20 feet to an unoccupied space it can see.
Reactions
Shield
The Castle Mage casts Shield, increasing its AC by 5 until the start of its next turn.
Spell Reflection (1/Day)
When targeted by a spell of 3rd level or lower that affects only the Mage, it may force the caster to make a DC 15 spellcasting ability check.
On a failure, the spell fizzles with no effect.
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 Action Name. 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
Enter a general description for your monster here.
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.
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