Mage 2014
CR 6 humanoid
Medium humanoid, chaotic evil
The mage's weapon attacks are magical. When the mage hits with any weapon, the weapon deals an extra 3d8 force damage (included in the attack).
The mage has advantage on saves against spells and other magical effects.
Actions
The mage makes three Dagger or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage plus 13 (3d8) force damage.
Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8+3) force damage.
The mage casts one of the following spells, using INT as the spellcasting ability (spell save DC 14).
- At Will: detect magic, light, mage hand, prestidigitation
- 3/Day Each: fly, mage armor, mirror image
- 2/Day Each: fireball, haste, slow
- 1/Day Each: cone of cold, greater invisibility
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details