Monster
Archmage
Official reference · MM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 99 (18d8 + 18)
- Speed
- Walk 30 ft.
- Challenge rating
- 12
- Alignment
- Any alignment
- Strength
- 10
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 20
- Wisdom
- 15
- Charisma
- 16
- Passive Perception
- 12
- Saving Throws
- int: +9; wis: +6
- Skills
- arcana: +13; history: +13
- Languages
- any six languages
- Resistances
- special: damage from spells, resist: bludgeoning, piercing, slashing; note: (from stoneskin); cond: True; preNote: nonmagical
Traits
The archmage has advantage on saving throws against spells and other magical effects.
Actions
Dagger
Melee Weapon Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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:
At will: disguise self, invisibility
Spell slots: 0: spells: fire bolt, light, mage hand, prestidigitation, shocking grasp; 1: slots: 4; spells: detect magic, identify, mage armor, magic missile; 2: slots: 3; spells: detect thoughts, mirror image, misty step; 3: slots: 3; spells: counterspell, fly, lightning bolt; 4: slots: 3; spells: banishment, fire shield, stoneskin; 5: slots: 3; spells: cone of cold, scrying, wall of force; 6: slots: 1; spells: globe of invulnerability; 7: slots: 1; spells: teleport; 8: slots: 1; spells: mind blank*; 9: slots: 1; spells: time stop
*The archmage casts these spells on itself before combat.