Monster

Evil Mage

Resistance (RES)
3
Reluctance to negotiate (RN)
3
Agility (AGI)
4
Strength (dice)
1D6+3
Weapon
dagger
Treasure
J/C
Tiles
2

RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: D6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.

How it plays

A spellcaster who is weak in melee but dangerous from any rank. He casts Lightning Bolt in every monster phase and pays two wounds each time, and he can't cast when the cost would kill him, so a long fight wears him out. He knows Lightning and nothing else, so he cannot shield himself: your spells reach him as they would any monster. His reluctance to negotiate is only 3.

  • It resists a spell on a 1D6 roll of 1–3, so about 50% of your spells fail against it.
  • Its attacks wound 100% of the time and average 1.0 wounds per attack at maze level 1.
  • Reluctance to negotiate 3: you can try negotiation, then a bribe, before you fight.
  • It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
  • Group size on the encounter tables: 1.

Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).

Register and play

Citadel of Blood and Labirynt Śmierci

Called Warlock in Labirynt Śmierci.

  • The Evil Mage's spells: Casts Magic Shield on itself first, then Lightning in Labirynt Śmierci; Lightning only in Citadel of Blood. All rule differences →
  • Lightning: 1D3 × 2 wounds in Labirynt Śmierci; 1D3+2 wounds in Citadel of Blood. All rule differences →

Full rules: 8.0 Monsters, Negotiation and Bribery· 9.0 Combat· Monster stats table (8.2)

← All monsters

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