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.