2.6 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	Archmage
- CEO: Archimage
- Source: (SRD p395)
- Medium humanoid (any race), any alignment
- Armor Class 12 (15 with
- Hit Points 99 (18d8 + 18)
- Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA | 
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | 
- Saving Throws Int +9, Wis +6
- Skills Arcana +13, History +13
- Senses passive Perception 12
- Languages any six languages
- Challenge 12 (8400 XP)
- Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from
Special Features
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.
