Mage
Apprentice Mage CR: 1/4 (50 XP)
STR
10 +0
DEX
10 +0
CON
10 +0
INT
14 +2
WIS
10 +0
CHA
11 +0
Spellcasting. The mage is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mage has the following wizard spells prepared:
- Cantrips (at will): fire bolt, mending, prestidigitation
- 1st level (2 slots): burning hands, disguise self, shield
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 piercing damage.
Mage CR: 2 (450 XP)
STR
10 +0
DEX
14 +2
CON
10 +0
INT
16 +3
WIS
12 +1
CHA
12 +1
Spellcasting. The mage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The mage has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mending, prestidigitation
- 1st level (4 slots): burning hands, disguise self, magic missile, shield
- 2nd level (3 slots): hold person, misty step, suggestion
- 3rd level (2 slots): fireball
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 + 2 piercing damage.
High Mage CR: 6 (2,300 XP)
STR
10 +0
DEX
14 +2
CON
12 +1
INT
18 +4
WIS
12 +1
CHA
14 +2
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mending, prestidigitation
- 1st level (4 slots): burning hands, disguise self, magic missile, shield
- 2nd level (3 slots): hold person, 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 feet or range 20/60 feet, one target. Hit: 1d4 + 2 piercing damage.
Archmage CR: 12 (8,400 XP)
STR
10 +0
DEX
14 +2
CON
12 +1
INT
20 +5
WIS
15 +2
CHA
16 +3
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects. Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mending, prestidigitation, shocking grasp
- 1st level (4 slots): burning hands, mage armor, magic missile, shield
- 2nd level (3 slots): hold person, misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly, lightning bolt
- 4th level (3 slots): fire shield, greater invisibility, ice storm
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slot): globe of invulnerability
- 7th level (1 slot): teleport
- 8th level (1 slot): mind blank
- 9th level (1 slot): time stop
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 + 2 piercing damage.
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