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System Reference Document 5.2.1
Mages
Mage
Medium or Small Humanoid (Wizard), Neutral
AC 15  Initiative +2 (12)
HP 81 (18d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 9 −1 −1 Dex 14 +2 +2 Con 11 +0 +0
Int 17 +3 +6 WIS 12 +1 +4 Cha 11 +0 +0
Skills Arcana +6, History +6, Perception +4
Gear Wand
Senses Passive Perception 14
Languages Common plus three other languages
CR 6 (XP 2,300; PB +3)
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 (3d8 + 3) Force damage.
Spellcasting. The mage casts one of the following 
spells, using Intelligence as the spellcasting ability (spell 
save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in 
AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 4 version), Invisibility
1/Day Each: Cone of Cold, Fly
Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using 
the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The mage casts Counterspell 
or Shield in response to the spell’s trigger, using the 
same spellcasting ability as Spellcasting.
Archmage
Medium or Small Humanoid (Wizard), Neutral
AC 17  Initiative +7 (17)
HP 170 (31d8 + 31)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 14 +2 +2 Con 12 +1 +1
Int 20 +5 +9 WIS 15 +2 +6 Cha 16 +3 +3
Skills Arcana +13, History +9, Perception +6
Immunities Psychic; Charmed (with Mind Blank)
Gear Wand
Senses Passive Perception 16
Languages Common plus five other languages
CR 12 (XP 8,000; PB +4)
Traits
Magic Resistance. The archmage has Advantage on 
saving throws against spells and other magical effects.
Actions
Multiattack. The archmage makes four Arcane 
Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +9, reach 
5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Spellcasting. The archmage casts one of the following 
spells, using Intelligence as the spellcasting ability (spell 
save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, 
Invisibility, Light, Mage Armor (included in AC), Mage 
Hand, Prestidigitation
2/Day Each: Fly, Lightning Bolt (level 7 version)
1/Day Each: Cone of Cold (level 9 version), Mind Blank 
(cast before combat), Scrying, Teleport
Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using 
the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The archmage casts Coun-
terspell or Shield in response to the spell’s trigger, using 
the same spellcasting ability as Spellcasting.
Magmin
Magmin
Small Elemental, Chaotic Neutral
AC 14  Initiative +2 (12)
HP 13 (3d6 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 7 −2 −2 Dex 15 +2 +2 Con 12 +1 +1
Int 8 −1 −1 WIS 11 +0 +0 Cha 10 +0 +0
Immunities Fire
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Ignan)
CR 1/2 (XP 100; PB +2)
Traits
Death Burst. The magmin explodes when it dies. Dex-
terity Saving Throw: DC 11, each creature in a 10-foot 
Emanation originating from the magmin. Failure: 7 (2d6) 
Fire damage. Success: Half damage.
Actions
Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 
2) Fire damage. If the target is a creature or a flammable 
object that isn’t being worn or carried, it starts burning.