Mage
Medium Humanoid, (CR 6)Armor Class 12
Hit Points 67 (9d8+27)
Speed 30 ft.
10 (+0)
14 (+2)
16 (+3)
16 (+3)
12 (+1)
10 (+0)
Skills
Senses passive Perception 14
Languages any three
Challenge Rating 6
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.
Fire Bolt (Cantrip; V, S).
Ranged Spell Attack: +6 to hit range 120 ft. one target. Hit: 11 (2d10) fire damage.
Fireball (3rd-Level; V, S, M).
Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
Dimension Door (4th-Level; V).
The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space it takes 14 (4d6) force damage and the spell fails.
Greater Invisibility (4th-Level; V, S, Concentration).
The mage or a creature they touch is invisible for 1 minute.
Cone of Cold (5th-Level; V, S, M).
Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
sizeMedium
typeHumanoid
group
alignment
strength_save
dexterity_save
constitution_save
intelligence_save6
wisdom_save4
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr6
reactionsname: Counterspell (3rd-Level; S),desc: When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.,name: Shield (1st-Level; V,desc: When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.,name: Misty Step (2nd-Level; V),desc: The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn.
legendary_desc
legendary_actions
special_abilitiesname: Spellcasting,desc: The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14 +6 to hit with spell attacks). They have the following wizard spells prepared: Cantrips (at will): fire bolt light mage hand prestidigitation 1st-level (4 slots): detect magic identify mage armor shield 2nd-level (3 slots): alter self misty step 3rd-level (3 slots): clairvoyance counterspell fireball 4th-level (3 slots): dimension door greater invisibility 5th-level (1 slot): cone of cold
spell_list
page_no482
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
Find the complete stats on: Open5e
Level Up Advanced 5e Monstrous Menagerie, page no. 482