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Mage

Medium Humanoid (any race), any alignment

CR 6

2,300 XP

AC: 12 (15 with _mage armor_)
HP: 40 (9d8)
Speed: walk 30 ft.
Skills: Arcana +6, History +6
Senses: passive Perception 11
Languages: any four languages
STR
9
-1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0

Special Abilities

Spellcasting

The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

* Cantrips (at will): fire bolt, light, mage hand, prestidigitation
* 1st level (4 slots): detect magic, mage armor, magic missile, shield
* 2nd level (3 slots): misty step, suggestion
* 3rd level (3 slots): counterspell, fireball, fly
* 4th level (3 slots): greater invisibility, ice storm
* 5th level (1 slot): cone of cold

Actions

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Quick Reference

Challenge: CR 6
Type: Humanoid
Size: Medium
Alignment: any alignment
Best for party of 4 at level 7-9

Running This Encounter

A Mage is a versatile spellcaster who should maintain distance from melee combatants. Use cover and height advantage when possible, positioning the mage behind minions or environmental obstacles. The mage should cast control and damage spells on the first round, prioritizing targets that threaten escape or closing distance.

Combat Tactics

The mage opens with area-control spells like Magic Missile or Fireball to damage multiple enemies, then uses Mage Armor and Shield spell reactively for defense. When threatened in melee, the mage uses Misty Step or Mirror Image to escape, relying on ranged spell attacks from a distance.

Environment & Setting

Tower rooms, wizard studies, or elevated platforms provide ideal settings where the mage can leverage height and cover. Narrow corridors and confined spaces limit the mage's mobility but allow clever use of spell placement.