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Evil Mage

Evil Mage

Medium humanoid (human), lawful evilMedium humanoid (human), lawful evil
Armor Class 1212
[~<13]
+/-/*
Hit Points 22 (5d8)22 ([5d8])
[~1-6]
Speed 30 ft.30 ft.

STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)

Token URL:
Saving Throws Int +5, Wis +3 Int [+5], Wis [+3]
Skills Arcana +5, History +5 Arcana [+5], History [+5]
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Gear
Senses passive Perception 11passive Perception 11
Languages Common, Draconic, Dwarvish, ElvishCommon, Draconic, Dwarvish, Elvish
PB +2
Challenge 1 (200 XP)

[+instructions]

Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:



[b]Spellcasting.[/b] The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; [+5] to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
[*]Cantrips (at will): [spell]light[/spell], [spell]mage hand[/spell], [spell]shocking grasp[/spell]
[*]1st level (4 slots): [spell]charm person[/spell], [spell]magic missile[/spell]
[*]2nd level (3 slots): [spell]hold person[/spell], [spell]misty step[/spell]

Actions

[~Hit +2, DC <13, DPR 0-1]

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) bludgeoning damage.

[b]Quarterstaff.[/b] Melee Weapon Attack: [+1] to hit, reach 5 ft., one target. Hit: 3 ([1d8-1]) bludgeoning damage.

Legendary Actions

 

Details

Evil mages (such as Iarno Albrek and Hamun Kost) hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference. Evil mages (such as Iarno Albrek and Hamun Kost) hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.
 
Source Lost Mines of Phandelver pg 57
 
Environments Urban, Dungeon
 
Tactics Use Hold Person to remove a martial combatant from the fight or someone threatening the Mage in melee. Stay at range and use Magic Missile on the most threatening target. Use Shocking Grasp if engaged in melee in order to get away without provoking, or Misty Step.
 
Roles | | | | | | | | | |

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10
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