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Archmage 2024

CR 12 humanoid

Small humanoid, neutral


Armor Class
17 (natural armor)
Hit Points
170 (31d8 + 31)
Speed
30 ft.
Initiative
+7

STR10 (+0)
DEX14 (+2)
CON12 (+1)
INT20 (+5)
WIS15 (+2)
CHA16 (+3)

Saving Throws
Strength +0, Dexterity +2, Constitution +1, Intelligence +9, Wisdom +6, Charisma +3
Skills
Arcana +13, History +9, Perception +6
Damage Immunities
psychic
Condition Immunities
charmed
Senses
passive Perception 16
Languages
Common plus five other languages
Challenge
12 (8,400 XP) · Proficiency Bonus +4

Magic Resistance.

The archmage has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The archmage makes four Arcane Burst attacks.

Arcane Burst.

Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. 27 (4d10 + 5) Force damage.

Spellcasting.

The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

  • At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor, Mage Hand, Prestidigitation
  • 2/Day Each: Fly, Lightning Bolt
  • 1/Day Each: Cone of Cold, Mind Blank, Scrying, Teleport

Bonus Actions

Misty Step (3/Day).

The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day).

The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Other versions

Source: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details