Archmage
The archmage is a Medium humanoid of challenge rating 12 in the fifth-edition System Reference Document.
SRD 5.1 (2014)
Archmage
- Size and type
- Medium humanoid
- Challenge
- 12 (8,400 XP)
- Armour class
- 15
- Hit points
- 99 (18d8+18)
- Speed
- 30 ft
- Saving throws
- Int +9, Wis +6
- Skills
- Arcana +13, History +13
- Resistances
- bludgeoning, piercing and slashing from nonmagical attacks
- Senses
- passive perception 12
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. Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.
An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.
Page 395.
SRD 5.2.1 (2024)
Archmage
- Size and type
- Medium humanoid
- Challenge
- 12 (8,000 XP)
- Armour class
- 17
- Hit points
- 170 (31d8+31)
- Speed
- 30 ft
- Saving throws
- Int +9, Wis +6
- Skills
- Arcana +13, History +9, Perception +6
- Damage immunities
- psychic
- Condition immunities
- charmed
- Senses
- passive perception 16
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
- At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
- 2/Day Each: Fly, Lightning Bolt (level 7 version)
- 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport
Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Page 305.
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