Archmage | Monsters

Type Humanoid
Hit Points 99 (18d8 + 18)
Armor Class 12
Challenge 12, 8400 XP
Speed 30 Ft.
Size Medium
Alignment Any Alignment
Languages Any Six Languages
Senses Passive Perception 12
Skills Arcana +13, History +13
Damage Immunities Damage From Spells; Non Magical Bludgeoning, Piercing, And Slashing (from Stoneskin)
Saving Throws Int +9, Wis +6
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 14 12 20 15 16

Description

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.


This data originates from the System Reference Document V5.1 "SRD5" and is suitable for D&D 5e. "D&D", "D&D 5e", and other such product names are owned by Wizards of the Coast.

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