Shadow Elf Mage A5E
CR 6 humanoid
Medium humanoid, chaotic evil
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.
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
Actions
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
(Cantrip; V, S) Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
(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.
(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.
(4th-Level; V, S, Concentration) The mage or a creature they touch is invisible for 1 minute.
(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.
Bonus Actions
(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
(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.
(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.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details