Sources
CR
Type
Size
Alignment
Movement

Mind Mage

Medium Humanoid (any race), Neutral Evil

Armor Class 12, 15 with mage armor
Hit Points 49 (11d8)
Speed 30 ft.
STR
10
+0
DEX
14
+2
CON
10
+0
INT
20
+5
WIS
15
+2
CHA
16
+3
Saving Throws INT +8, WIS +5
Skills Arcana +8, Deception +6, Insight +5, Persuasion +6
Senses passive Perception 12
Languages Common plus any four languages
Challenge 5 (1,800 XP)

Traits

Special Equipment. The mage wears a spies' murmur (see chapter 5).

Spellcasting

Innate Spellcasting (Psionics). The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: encode thoughts (see chapter 2), friends

1/day each: dominate person, mass suggestion, modify memory

3/day each: charm person, detect thoughts, mage armor, sleep, suggestion

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.

Lore

Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.