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Archmage

Medium humanoid (any race), any alignment

Challenge Rating
12
XP
8,400
Armor Class
12
Hit Points
99 (18d8)
Speed
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