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Medium humanoid · CR 6

Mage

Armor Class12
Hit Points40 (9d8)
Speed30 ft.
ChallengeCR 6 (2,300 XP)
STR
9
(-1)
DEX
14
(+2)
CON
11
(+0)
INT
17
(+3)
WIS
12
(+1)
CHA
11
(+0)
Saving ThrowsINT +6, WIS +4
SkillsArcana +6, History +6
Sensespassive Perception 11
Languagesany four languages
Special Abilities
Spellcasting. The mage is a 9th-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): 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, ice storm
- 5th level (1 slot): cone of cold
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.

Running Mage in an encounter

As a CR 6 threat worth 2,300 XP, Mage is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 6 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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