Monster Manual (5e)
Mage CR: 6
Small to Medium humanoid, any alignment
Armor Class: 15 (Mage Armor)
Hit Points: 40 (9d8) 9d8
Speed:
30 ft
Saving Throws: Intelligence +6, Wisdom +4
Skills: Arcana +6, History +6
Senses: Passive Perception 11
Languages: Common, & any three languages
Challenge Rating: 6
( 2300 XP)
Proficiency Bonus: +3

by Ariamis Arts
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (3 slots): Misty Step, Suggestion
3rd level (3 slots): Counterspell, Fireball, Fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold
Variant: Familiars. Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Suggested Environments
Any Climate; Any Terrain