Medium Humanoid (Dwarf), Neutral Evil
Armor Class 12
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws INT +6, WIS +4
Skills Arcana +5, History +5
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic, Dwarvish, Gnomish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dwarven Resilience. The aquamancer has advantage on saving throw against poison and has resistance against poison damage.

Spellcasting. The mage is a 6th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 14; +6 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

Cantrips (at will): light, mage hand, frostbite

1st Level (4 slots): ice knife, magic missile, create or destroy water

2nd Level (3 slots): invisibility, misty step, gust of wind

3rd Level (3 slots): counterspell, [Tooltip Not Found], tidal wave

Actions

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

Description

Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.

Monster Tags: dwarf

Habitat: ForestGrasslandHillUnderdarkUrban

Phib

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