Medium undead, lawful evil
- Armor Class
- 14 (natural armor)
- Hit Points
- 68 (8d8 + 32)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Cha +5, Wis +5
- Damage Immunities
- cold; necrotic; poison
- Damage Vulnerabilities
- radiant
- Condition Immunities
- charmed; exhaustion; poisoned
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- the languages it knew in life
Traits
When the mage is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) necrotic damage.
The mage can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The mage doesn't require air or drink.
Actions
The mage makes two Ray of Cold attacks.
Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM's control.
Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) cold damage.
Spellcasting
The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):