Forest Gnome Illusionist
Medium Humanoid
Armor Class 12
Hit Points 67 (9d8+27)
Speed walk +30
Challenge 6
Saving Throws int +6, wis +4
Skills arcana +6, history +6, perception +4, investigation +6
Senses passive Perception 14
Languages any three
Special Abilities
Forest Ways. The illusionist can communicate with Small and Tiny beasts, and can innately cast blur, disguise self, and major image once each per long rest with no material components.
Spellcasting. The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14 +6 to hit with spell attacks). They have the following wizard spells prepared: Cantrips (at will): fire bolt light mage hand prestidigitation 1st-level (4 slots): detect magic identify mage armor shield 2nd-level (3 slots): alter self misty step 3rd-level (3 slots): hypnotic pattern counterspell fireball 4th-level (3 slots): dimension door greater invisibility 5th-level (1 slot): cone of cold
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.
Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Hypnotic Pattern (3rd-Level; S, M, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 17 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Fireball (3rd-Level; V, S, M). Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
Dimension Door (4th-Level; V). The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space it takes 14 (4d6) force damage and the spell fails.
Greater Invisibility (4th-Level; V, S, Concentration). The mage or a creature they touch is invisible for 1 minute.
Cone of Cold (5th-Level; V, S, M). Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
Bonus Actions
Misty Step (2nd-Level; V). The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn.
Reactions
Counterspell (3rd-Level; S). When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
Shield (1st-Level; V. When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open