Mago (5e Creature)

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Medium humanoid (hylian), neutral evil

Armor Class 11 (14 with mage armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

10 (+0) 12 (+1) 13 (+1) 15 (+2) 11 (+0) 9 (-1)

Saving Throws Int +4, Wis +2
Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities cold
Damage Resistances fire
Senses passive Perception 10
Languages Blin, Common, Stal
Challenge 2 (450 XP)

Fire Affinity. When the mago casts bounding flame or burning hands, the spell save DC is 14.

Spellcasting. The mago is a 2nd-level spellcaster, and has 9 magic points. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mago has the following wizzrobe spells prepared:

Cantrips: bounding flame, forceful hand, mage hand
1st-level (2 points): absorb elements, burning hands, disguise self, detect magic, mage armor*, shield

*The mago casts mage armor on itself before combat.

Wizzwarp. As a bonus action, the mago can expend 1 magic point to teleport up to 30 feet to an open space it can see.


Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used in two hands.


There exists a cult of hylian wizzrobes who revere, if not outright worship the king of evil known as Ganon. They not only crave but openly worship this vile fiend, and practice destructive magic in his name. Unable to live among normal hylians, these cultists—these mago—dwell instead in dungeons and hidden villages, away from those who can't understand them. They are most recognizable from the orange, brown, and red robes worn by most spellcasters within their ranks.


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