Master Sage

Medium humanoid (any race),

Armor Class

10

Hit Points

54 (12d8)

Speed

walk 30 ft.

Skills

Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11

Languages

Common plus any five languages

Challenge

5

Proficiency Bonus

+3

Actions

Shocking Grasp (Cantrip)

Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 13 (3d8) lightning damage, and the target can't take reactions until the start of its next turn.

Spellcasting

The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6 to hit with spell attacks): • At will: light, mage hand, mending, prestidigitation • 3/Day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant • 1/Day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing

Fireball (3rd-Level Spell; 3/Day)

The sage creates a fiery explosion centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.