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Archmage 2014

CR 12 humanoid

Medium humanoid, any alignment


Armor Class
12 (15 with _mage armor_)
Hit Points
99 (18d8+18)
Speed
30 ft.

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

Saving Throws
Intelligence +9, Wisdom +6
Skills
Arcana +13, History +13
Resistances
damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
Senses
passive Perception 12
Languages
any six languages
Challenge
12 (8,400 XP) · Proficiency Bonus +4

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.

Environments: Forest or Jungle, Laboratory, Urban

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details