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Archmage

Challenge 12 (8,400 XP), Medium humanoid (any race) , any alignment

HP 99 (18d8) AC 12 SPD 30 ft.

Ability Scores
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
Skills
Arcana: +13, History: +13
Senses
Passive perception 12
Languages
Any six languages
Damage Resistances
damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
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.

D&D 5E SRC

Monster Cards