Monster
Conjurer Archmage
Outside your table’s allowed sources
Official reference · AU · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16
- Hit points
- 225 (41d8 + 41)
- 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
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 Ranged Attack: +10, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Bonus actions
Benign Transposition (3/Day)
The archmage teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing creature, they both teleport, swapping places.
The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At will: Detect Magic, Find Familiar, Mage Armor (included in AC), Mage Hand, Prestidigitation, Unseen Servant
2/day: Dimension Door
1/day each: Incendiary Cloud, Lightning Bolt (level 8 version), Plane Shift, Teleport
Protective Magic (3/Day)
The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
3/day: Counterspell, Shield