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Archmage

Medium humanoid (any race), any alignment

Armor Class
12, 15
with mage armor
Hit Points
99
18d8 + 18
Speed
30 ft.
  • STR 0
  • DEX +2
  • CON +1
  • INT +5
  • WIS +2
  • CHA +3
Saving Throws
Int +9, Wis +6
Skills
Arcana +13, History +13
Damage Resistances
damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)
Senses
passive Perception 12
Languages
any six languages
Challenge 12 8,400 XP · Proficiency +4

Traits

Magic Resistance

The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting

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:

At will: disguise self, invisibility

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.

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