
Mage
Medium or small humanoid · CR 6 · 2,300 XP
15 AC · 81 HP
Roll the Mage
Press a roll button. The dice land here.
The Mage has three answers a day, so make it spend them
How to run it. 81 Hit Points, AC 15, and a turn of three Arcane Bursts at +6 for 3d8 + 3 Force, reach 5 feet or range 120. That is about 27 damage a turn against AC 16. Twice a day it can cast Fireball as a level 4 spell (9d6, average 31.5, DC 14 Dexterity) and once a day Cone of Cold or Fly. Misty Step comes as a Bonus Action three times a day.
The reaction that matters. Protective Magic lets it cast Counterspell or Shield as a reaction, three times a day total. Shield adds 5 to its AC: a +7 attacker who hits AC 15 65% of the time hits AC 20 only 40%. Counterspell shuts down a caster's big spell. It cannot do both in one round, and each use burns one of three.
The choice that matters is which trigger to answer. A good Mage takes the sword hit and saves the reaction for the Hold Person. A mage that Shields against every attack has nothing left when the cleric casts.
The common mistake is standing still. It has Misty Step, a 120-foot attack, and 81 Hit Points on a body with Strength 9. Keep it at range behind cover, and teleport the moment someone reaches it.
For players. Bait the reaction. A cheap spell first, a big one after. Once three reactions are gone, it has none. When you pick a save, avoid Intelligence (+6 fails a DC 15 save only 40% of the time) and aim for Constitution (+0 fails 70%).
The human angle. Baiting a Counterspell is theory of mind: guessing what the other side believes and wants, then acting on that guess. Premack and Woodruff named the idea in 1978. A Mage fight is two people doing it at once, the DM guessing which spell matters and the players guessing which reaction is left.
Source: Premack, D., & Woodruff, G. (1978). Does the chimpanzee have a theory of mind? Behavioral and Brain Sciences, 1(4), 515–526. doi:10.1017/S0140525X00076512
Stat block
- Type
- Medium or small humanoid, neutral
- Armor Class
- 15
- Hit Points
- 81 (18d8)
- Speed
- 30 ft.
- Challenge
- 6 (2,300 XP), proficiency +3
- Senses
- passive perception 14
- Languages
- Common plus three other languages
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 | 14 | 11 | 17 | 12 | 11 |
Mage odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Arcane Burst (+6) | 75% 13.1 dmg | 65% 11.4 dmg | 60% 10.6 dmg | 55% 9.8 dmg | 45% 8.1 dmg | 35% 6.5 dmg |
| Full turn (3 attacks) | 39.2 dmg | 34.2 dmg | 31.7 dmg | 29.3 dmg | 24.3 dmg | 19.4 dmg |
Mage hit points
The stat block uses the average, 81. Rolled, 18d8 lands anywhere from 18 to 144.
| Hit points | Chance |
|---|---|
| 50 or more | >99% |
| 81 or more | 52% |
| 113 or more | <1% |
| 131 or more | <1% |
Actions
Multiattack. The mage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 () Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
Bonus actions
Misty Step. The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic. The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Other CR 6 monsters
Chimera
Drider
Invisible Stalker
Mammoth
Medusa
Pirate Captain
Vrock
Wyvern
Young Brass Dragon
Young White Dragon
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.