Archmage
Basic
Size: Medium
Type: humanoid
Alignment: any alignment
Health
Hit Points: 99
Hit Dice: 18d8
HP Roll: 18d8+18
Armor
Type: dex
Value: 12
Movement
Walk: 30 ft.
Fly: None
Swim: None
Ability Scores
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 20
Wisdom: 15
Charisma: 16
Proficiencies
- Saving Throw: INT: +9
- Saving Throw: WIS: +6
- Skill: Arcana: +13
- Skill: History: +13
Senses
- passive_perception: 12
Damage Vulnerabilities
None
Damage Resistances
- damage from spells
- bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)
Damage Immunities
None
Condition Immunities
None
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.
- Level: 18
- Ability: INT
- DC: 17
- Modifier: 9
- School: wizard
-
Components Required:
- V
- S
- M
-
Slots
- 1: 4
- 2: 3
- 3: 3
- 4: 3
- 5: 3
- 6: 1
- 7: 1
- 8: 1
- 9: 1
-
Spells
- Level 1, Disguise Self
- Level 2, Invisibility
- Level 0, Fire Bolt
- Level 0, Light
- Level 0, Mage Hand
- Level 0, Prestidigitation
- Level 0, Shocking Grasp
- Level 1, Detect Magic
- Level 1, Identify
- Level 1, Mage Armor
- Level 1, Magic Missile
- Level 2, Detect Thoughts
- Level 2, Mirror Image
- Level 2, Misty Step
- Level 3, Counterspell
- Level 3, Fly
- Level 3, Lightning Bolt
- Level 4, Banishment
- Level 4, Fire Shield
- Level 4, Stoneskin
- Level 5, Cone of Cold
- Level 5, Scrying
- Level 5, Wall of Force
- Level 6, Globe of Invulnerability
- Level 7, Teleport
- Level 8, Mind Blank
- Level 9, Time Stop
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.
Legendary Actions
NoneOther Information
Languages: any six languages
Challenge Rating: 12
Proficiency Bonus: 4
XP: 8400