Mage CR 6 Medium humanoid

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft.
STR 9 (βˆ’1)
DEX 14 (+2)
CON 11 (+0)
INT 17 (+3)
WIS 12 (+1)
CHA 11 (+0)

Saving Throws Int +6, Wis +4

Skills Arcana +6, History +6

Senses passive Perception 11

Languages any four languages

Challenge 6 (2,300 XP)   Proficiency Bonus +3

Traits

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:

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.

πŸ“– Open these spells in the Spellbook

Where to meet one

The encounter builder rolls the mage for fights in πŸ•³οΈ underdark, 🏘️ town and 🏚️ dungeon or ruin.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.