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