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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)
STRDEXCONINTWISCHA
101412201516

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.