- Challenge
- 12
- XP
- 8400
- Size
- Medium
- Type
- humanoid
- Alignment
- any alignment
- Armour Class
- 12
- Hit Points
- 99
- Hit Dice
- 18d8 + 18
- STR
- 10
- DEX
- 14
- CON
- 12
- INT
- 20
- WIS
- 15
- CHA
- 16
Traits
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. 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: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor,* magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin* 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): mind blank* 9th level (1 slot): time stop *The archmage casts these spells on itself before combat.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
RollQuest summary Resistant to damage from spells. Resistant to nonmagical bludgeoning, piercing, and slashing (from stoneskin). Senses: passive Perception 12. Languages: any six languages. Saving throws: Int +9, Wis +6. Skills: Arcana +13, History +13. Speed: 30 ft.
SRD 5.1, p.395 · CC BY 4.0