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Archmage 5e

Archmage 5e
  • Name: Archmage
  • Size: Medium
  • Type: humanoid
  • Subtype: any race
  • Alignment: Archmage

Archmage 5e stats

  • Armor class: 12, 15
  • Hit Points: 99
  • Hit Dice: 18d8
  • Hit Points Roll: 18d8+18
  • Speed: Walk 30 ft.
  • Strength: 10
  • Dexterity: 14
  • Constitution: 12
  • Intelligence: 20
  • Wisdom: 15
  • Charisma: 16

Traits

  • Skills Saving Throw: INT +9, Saving Throw: WIS +6, Arcana +13, History +13
  • Senses Passive Perception 12
  • Languages any six languages
  • Challenge 12 (8400 XP)

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.

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.

  • Attack Bonus: 6
  • Damage: Piercing
  • Damage Dice: 1d4+2