Valda's Spire of Secrets
Mage Cohort CR: 1/4
Medium humanoid (any race), any alignment
Armor Class: 11 (14 with mage armor)
Hit Points: 7 (2d8 - 2)
Speed:
30 ft.
Saving Throws: Int +4, Wis +3
Skills: Arcana +4, History +4
Senses: passive Perception 11
Languages: Common, plus any one Language
Challenge Rating: 1/4
( 50 XP)
Proficiency Bonus: +2
Spellcasting. The mage is a 1st-level spelIcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mage has the following wizard spells prepared:
- Cantrips (at will): fire bolt, fight, prestidigitation
- 1st level (2 slots): mage armor, magic missile, shield
While following the command of a captain, the mage gains additional abilities based on the captain's level:
2nd. Magic Resistance. The mage has advantage on saving throws against spells and other magical effects.
6th . Spellcasting. The mage's spell casting improves. It is a 3rd- level spellcaster and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, fight, prestidigitation
- 1st level (4 slots): mage armor, magic missile, shield
- 2nd level (2 slots): misty step, scorching ray
10th . Spellcasting. The mage's spell casting improves. It is a 5th- level spell caster and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, fight, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd leve l (3 slots): misty step, scorching ray
- 3rd level (2 slots): firebaff
14th . Spellcasting. The mage's spell casting improves. It is a 7th- level spell caster and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, fight, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd leve l (3 slots): misty step, scorching ray
- 3rd level (3 slots): counterspeff, firebaff
- 4th leve l (1 slots): greater invisibility
18th . Spellcasting. The mage's spell casting improves. It is a 9th- level spell caster and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, fight, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd leve l (3 slots): misty step, scorching ray
- 3rd level (3 slots): counterspeff, firebaff
- 4th leve l (3 slots): greater invisibility, ice storm
- 5th leve l (1 slot): cone of cold
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damag