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5ead/monsters/md/a5e_monstrous_menagerie/shadow-elf-mage-a5e.md
2025-06-07 07:58:30 -05:00

3.9 KiB

Shadow Elf Mage

Medium Humanoid

  • Armor Class: 12
  • Hit Points: 67 (9d8+27)
  • Speed: walk 30 ft.
  • Challenge Rating: 6 (2,300 XP)
  • Source: A5e Monstrous Menagerie, page 483
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (+0)
  • Saving Throws: Int +6, Wis +4
  • Skills: arcana +6, history +6, investigation +6, perception +4
  • Senses: passive Perception 14; darkvision 120 ft.
  • Languages: any three

Special Abilities

  • Innate spells: 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.
  • Spellcasting: 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

  • 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.
  • Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
  • Lightning Bolt (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.
  • Dimension Door (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.
  • Greater Invisibility (4th-Level; V, S, Concentration): The mage or a creature they touch is invisible for 1 minute.
  • Cloudkill (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

  • Misty Step (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

  • Counterspell (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.
  • Shield (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.