Archmage
Medium Humanoid any alignment
- Armor Class: 12 (15 with mage armor)
- Hit Points: 99 (18d8+18)
- Speed: walk 30 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: 5.1 SRD (2015 MM), page 395
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
12 (+1) |
20 (+5) |
15 (+2) |
16 (+3) |
- Saving Throws: Int +9, Wis +6
- Skills: arcana +13, history +13
- Damage Resistances: damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
- Senses: passive Perception 12
- Languages: any six languages
Special Abilities
- Magic Resistance: The archmage has advantage on saving throws against spells and other magical effects.
-
Spellcasting: The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
-
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, identify, mage armor*, magic missile
- 2nd level (3 slots): detect thoughts, mirror image, misty step
- 3rd level (3 slots): counterspell,fly, lightning bolt
- 4th level (3 slots): banishment, fire shield, stoneskin*
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slot): globe of invulnerability
- 7th level (1 slot): teleport
- 8th level (1 slot): mind blank*
- 9th level (1 slot): time stop
- The archmage casts these spells on itself before combat.
Actions
- Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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