Shadow Elf 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; darkvision 120 ft.
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.
Lightning Bolt (3rd-Level; V, S, M).
A bolt of lightning 5 feet wide and 100 feet long arcs from the mage. Each creature in the area makes a DC 14 Dexterity saving throw taking 28 (8d6) lightning damage on a failure 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.
Cloudkill (5th-Level; V, S, Concentration).
A 20-foot-radius sphere of poisonous sickly green fog appears centered on a point within 120 feet. It lasts for 10 minutes. It spreads around corners heavily obscures the area and can be dispersed by a strong wind ending the spell early. Until the spell ends when a creature starts its turn in the area or enters it for the first time on a turn it makes a DC 17 Constitution saving throw taking 22 (5d8) poison damage on a failure or half damage on a success. The fog moves away from the mage 10 feet at the start of each of its turns sinking to the level of the ground in that space.
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.
legendary_desc
legendary_actions
special_abilitiesname: Innate spells,desc: The shadow elf magecan innately cast dancing lights as a cantrip and faerie fire and darkness once each per long rest with no material components, using Intelligence as their spellcasting ability.,name: 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 lightning bolt 4th-level (3 slots): dimension door greater invisibility 5th-level (1 slot): cloudkill
spell_list
page_no483
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 483