Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any three
Traits
Spellcasting
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
Actions
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.
Dagger
+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 piercing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
Fire Bolt
+6 to hit, range 120 ft (36.6 m). Hit: 2d10 fire damage.
(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.
Greater Invisibility
(4th-Level; V, S, Concentration) The mage or a creature they touch is invisible for 1 minute.
Bonus Actions
Misty Step
(2nd-Level; V) 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.
Reactions
Counterspell
(3rd-Level; S) 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.
Shield
(1st-Level; V) 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.
About Mage
Mage is a medium humanoid with a Challenge Rating of 6. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 12 and possesses 67 hit points (derived from 9d8+27).
Mage has communication capabilities including any three. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Mage
2 tips available
GM Tips: Using Mage
When using Mage in your D&D 5e campaign, consider these tactical approaches:
-
Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
-
Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
Player Guide: Facing Mage
2 strategies available
Player Guide: Facing Mage
When your party encounters this creature, keep these strategies in mind:
-
Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
-
Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 6.
Solo Encounter:
A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 4,200 XP
- Hard: 6,300 XP
- Deadly: 8,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Mage?
- Mage has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
- What type of creature is Mage?
- Mage is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Mage speak?
- Mage can communicate in any three.
Related D&D 5e Content
Related D&D 5e Content
Explore more about humanoid creatures and D&D 5e mechanics:
Related Creatures
Chuul
Aberration · CR 5
Cambion
Fiend · CR 5
Champion Warrior
Humanoid · CR 5
Air Elemental
Elemental · CR 5
Alchemist
Humanoid · CR 6
Bulette
Monstrosity · CR 6