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Mage 2014

CR 6 humanoid

Medium humanoid, chaotic evil


Armor Class
10 (13 with mage armor)
Hit Points
70
Speed
30 ft.

STR8 (-1)
DEX10 (+0)
CON10 (+0)
INT22 (+6)
WIS12 (+1)
CHA10 (+0)

Saving Throws
Strength -1, Dexterity +0, Constitution +0, Intelligence +6, Wisdom +1, Charisma +0
Skills
Senses
passive Perception 11
Languages
any four languages
Challenge
6 (2,300 XP) · Proficiency Bonus +3

Arcane Weapons.

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).

Magic Resistance.

The mage has advantage on saves against spells and other magical effects.

Actions

Multiattack.

The mage makes three Dagger or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting.

Dagger.

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.

Arcane Bolt.

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8+3) force damage.

Spellcasting.

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