Monster
Archmage
Medium humanoid (any race) · any alignment · CR 12
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- any alignment
- AC
- type: dex, value: 12, type: spell, value: 15, spell: Mage Armor
- HP
- 99 (18d8)
- Speed
- walk: 30 ft.
- Challenge
- CR 12 (8400 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 | 14 | 12 | 20 | 15 | 16 |
Proficiencies: Saving Throw: INT, Saving Throw: WIS, Skill: Arcana, Skill: History
Damage resistances: damage from spells, bludgeoning, piercing, and slashing from nonmagical attacks (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.