Medium humanoid (any race), Neutral Evil
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 49 (11d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 10 (+0) | 20 (+5) | 15 (+2) | 16 (+3) |
| Saving Throws | Int +8, Wis +5 |
|---|---|
| Skills | Arcana +8, Deception +6, Insight +5, Persuasion +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common plus any four languages |
| Challenge | 5 |
The mage wears a Spies' Murmur (see chapter 5).
Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: encode thoughts (see chapter 2), friends
3 each/day: charm person, detect thoughts, mage armor, sleep, suggestion
1 each/day: dominate person, mass suggestion, modify memory