Archmage
D&D 5e · 2014·Medium Humanoid (any race)·Any Alignment
- Armor class
- 1215 with mage armor
- Hit points
- 9918d8+18
- Challenge
- 128,400 XP
- Proficiency
- +4
Speed 30 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 10 | 14 | 12 | 20 | 15 | 16 |
| Mod | +0 | +2 | +1 | +5 | +2 | +3 |
| Save | +0 | +2 | +1 | +9 | +6 | +3 |
- Skills
- Arcana +13, History +13
- Senses
- passive Perception 12
- Languages
- any six languages
Traits
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.