Archmage
D&D 5e · 2024·Medium or Small Humanoid (Wizard)·Neutral
- Armor class
- 17
- Hit points
- 17031d8 + 31
- Challenge
- 128,000 XP
- Proficiency
- +4Initiative +7
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 +9, Perception +6
- Damage immunities
- Psychic
- Condition immunities
- Charmed (with Mind Blank)
- Gear
- Wand
- Senses
- Passive Perception 16
- Languages
- Common plus five other languages
Traits
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.