Monster
Evoker 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., Fly 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; intimidation: +8; perception: +7
- Languages
- Common plus five other languages
Traits
Evocation Sculptor
When the archmage casts a spell that creates an area of effect, it can choose itself and up to five other creatures it can see, sculpting the spell's energy around them. A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The archmage makes four Arcane Burst attacks. It can replace one attack with a use of Spellcasting to cast Shatter.
Arcane Burst
Melee Ranged Attack: +10, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 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, Shatter (level 3 version)
Evocation Barrage (Recharge 5–6)
The archmage casts Fireball, Ice Storm, or Lightning Bolt twice in any combination, using the same spellcasting ability as Spellcasting.
Recharge: 5: Fireball, Ice Storm, Lightning Bolt
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