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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Archmage/

Archmage

Archmage

Medium humanoid, any alignment
  • Armor Class 12 (15 with _mage armor_)
  • Hit Points 99 (18d8)
  • Speed 30 ft.
  • STR
    10 (+0)
  • DEX
    14 (+2)
  • CON
    12 (+1)
  • INT
    20 (+5)
  • WIS
    15 (+2)
  • CHA
    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
  • Challenge 12 (8,400 XP)
  • 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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