Medium Humanoid (Any Race), Any Alignment
Armor Class 15
Hit Points 193 (16d8 + 65)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws CON +5, INT +6, WIS +4
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages Any four languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 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, wall of fire

5th level (1 slot): dominate person

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.

Fireball: range 150ft 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried

Magic missile: range 120ft  instantly hits. 5 glowing darts appear and deal 3 (1d4+1) force damage.

Bonus Actions

Misty Step: Teleport up to 30ft away.

Legendary Actions

On initiative count 20 the action to the corresponding round takes place.

1: The mage summons 1d6 animated armor minions within 5ft of itself 

2: A thunder cloud forms above, sending bolts of lightning down in 3 20ft radius cylinders on the battlefield. Any creature that starts its turn in the area of effect must make a DC 15 dexterity saving throw or take 4d6 lightning damage on a failed save, or half as much on a successful save. On each turn after this, the mage can spend a bonus action to move an area of effect up to 30ft.

3: The mage causes sturdy pillars of rock to erupt through the ground. Choose 5 points on the map to place 5ft radius cylinders of stone reaching 30ft in the air. Any creature that is in that space must make a DC 17 Strength saving throw or be knocked prone.

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.

Monster Tags: NPC

Habitat: Urban

Ronocbrightfall35

Comments

Posts Quoted:
Reply
Clear All Quotes