✦ Creature Codex✦
Archmage
CR 12 Medium or Small Humanoid (Wizard)
Archmage
AC17
Initiative+2 (12)
HP170 (31d8 + 31)
Speed30 ft.
| mod | save | ||
|---|---|---|---|
| Str | 10 | +0 | +0 |
| Dex | 14 | +2 | +2 |
| Con | 12 | +1 | +1 |
| mod | save | ||
|---|---|---|---|
| Int | 20 | +5 | +9 |
| Wis | 15 | +2 | +6 |
| Cha | 16 | +3 | +3 |
SkillsArcana +13, History +9, Perception +6
ImmunitiesPsychic; Charmed (with _Mind Blank_)
SensesPassive Perception 16
LanguagesCommon plus five other languages
CR12 (XP 8,400; PB +4)
Magic Resistance.The archmage has Advantage on saving throws against spells and other magical effects.
Multiattack.The archmage makes four Arcane Burst attacks.
Arcane Burst.Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Spellcasting.The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport
Misty Step (3/Day).The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Protective Magic (3/Day).The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
SRD 5.2.1 material by Wizards of the Coast LLC, licensed under CC BY 4.0. Reformatted for display.