Monster
Enchanter Archmage
Outside your table’s allowed sources
Official reference · AU · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16
- Hit points
- 214 (39d8 + 39)
- 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; persuasion: +13
- 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: 21 (3d10 + 5) Force damage.
The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At will: Detect Magic, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/day each: Fireball (level 7 version), Geas, Modify Memory
Dominate Person (1/Day)
The archmage casts Dominate Person, using the same spellcasting ability as Spellcasting.
1/day: Dominate Person
Duplicitous Magic (2/Day)
The archmage casts Charm Person, Hold Person, or Sleep, using the same spellcasting ability as Spellcasting.
2/day: Charm Person, Hold Person, Sleep
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