Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (Bracers)
Hit Points 40 (8d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws INT +5
Skills Arcana +4, Religion +2
Senses Passive Perception 11
Languages Common, Primordial
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The mage is a 5th-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): message, light, acid splash

1st level (4 slots): sleep, burning hands, earth tremor

2nd level (3 slots): aganazzar's scorcher, blur

3rd level (2 slots): fireball

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 1) bludgeoning damage.

Description

Mages are often part of a cult's leadership, using their intelligence and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

Monster Tags: NPC

Habitat: Urban

Toxicity_Alert

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