Monster
Abjurer Archmage
Outside your table’s allowed sources
Official reference · AU · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16
- Hit points
- 198 (36d8 + 36)
- Speed
- Walk 30 ft.
- Challenge rating
- 15
- Alignment
- Neutral
- Strength
- 10
- Dexterity
- 16
- Constitution
- 12
- Intelligence
- 20
- Wisdom
- 15
- Charisma
- 16
- Passive Perception
- 17
- Initiative
- +8
- Skills
- arcana: +15; history: +10; perception: +7
- Languages
- Common plus five other languages
- Immunities
- psychic
- Condition Immunities
- charmed
Traits
Magic Resistance
The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The archmage makes three Arcane Burst attacks.
Arcane Burst
Melee Ranged Attack: +10, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Banishing Blast (Recharge 6)
Charisma Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 45 (10d8) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the archmage's next turn, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied. Success: Half damage only.
Bonus actions
Fortify (Recharge 4–6)
The archmage magically bolsters itself. The archmage gains 40 Temporary Hit Points.
The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At will: Arcane Lock, Detect Magic, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/day each: Fireball (level 7 version), Nondetection, Otiluke's Resilient Sphere
1/day each: Mind Blank (cast before combat), Teleport
Magic Disruption (2/Day)
The archmage casts Dispel Magic or Globe of Invulnerability, using the same spellcasting ability as Spellcasting.
2/day: Dispel Magic, Globe of Invulnerability
Counterspell (3/Day)
The archmage casts Counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
3/day: Counterspell