Archmage

Medium humanoid (any race), any alignment

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8+18)

Speed

30 ft.

STR

10 (0)

DEX

14 (+2)

CON

12 (+1)

INT

20 (+5)

WIS

15 (+2)

CHA

16 (+3)

Damage Resistances

damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)

Saving Throws

Int +9, Wis +6

Skills

Arcana +13, History +13

Languages

any six languages

Challenge

12 (8,400 XP)

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.

medium
humanoid
cr12
monster-manual