Homebrew Horrors — A Skeletal Mage for D&D 5e

Artwork by The Lady Blue Wolf

Introducing the first monster in the new Homebrew Horrors as a part of our Dragon’s Dungeon Talk — the Skeletal Mage. Emerging from haunted tombs and dark dungeons, the Skeletal Mage is a dangerous menace that wields potent arcane magics. Whether a remnant of an ancient civilization, summoned by a potent curse, or animated by a powerful necromancer, the Skeletal Mage is a cunning terror drawn to the shadows and fueled by a hatred for all living things.

This Skeletal Mage is a slightly modified version of the one used by Dungeon Master Graham in our Icewind Dale campaign based on the classic 2E computer RPG. Converted to 5e rules, the Skeletal Mage provides Game Masters with a potent spellcaster as a challenge for level 4-7 characters in D&D adventures. Please enjoy our free homebrew 5e D&D Skeletal Mage monster below:

SKELETAL MAGE  — 5e stats

Medium Undead, lawful evil

Armor Class 15 (Mage Armor)
Hit Points: 39 (6d8+12)
Speed 30 ft

1014 (+2)15 (+2)108 (-1)16 (+3)

Saving Throws Con +4, Cha +5
Skills  Arcana +2, Intimidation +5

Damage Vulnerabilities: Bludgeoning

Damage Immunities: Poison

Condition Immunities: Exhausted, Poisoned
Senses Darkvision 60, passive Perception 9
Languages Common

Challenge: 3 (700 XP), Proficiency Bonus +2

Spellcasting: Skeletal Mages cast the following spells, acting as a 5th level caster, requiring no spell components and using Charisma as its spellcasting ability (DC 13, +5 to hit).

Cantrips: Chill Touch, Light, Shocking Grasp

Level 1 (4 slots): Absorb Elements, Magic Missile, Mage Armor

Level 2 (3 slots): Acid Arrow

Level 3 (2 slots): Lightning Bolt, Stinking Cloud


A Skeletal Mage can cast a spell — either a leveled spell or a cantrip.

  • Chill Touch. Ranged Spell Attack: +5 to hit, range 120 feet, one target. Hit: (10) (2d8) necrotic damage and target cannot regain hit points until the start of the Skeletal Mage’s next turn.
  • Shocking Grasp. Melee Spell Attack: +5 to hit, melee reach 5 feet, one target. Hit: (10) (2d8) lightning damage and target cannot take reactions until the start of its next turn.


Skeletal mages are gaunt, clothed in tatters, and move with the sound of a scaping menace. Their eyes are illuminated by a malign, green glow.

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