
Archmage
Medium humanoid (any race), any alignment
Speed 30 ft.
STR
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DEX
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CON
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INT
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WIS
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CHA
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10
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14
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12
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20
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15
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16
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0
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+2
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+1
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+5
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+2
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+3
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Defenses
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Wound Thresholds
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Threat DC
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12
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Morale
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Injury
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KO
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Death
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|
Hit DC
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24
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0-3
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4-6
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7-12
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13+
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DR
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0*
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Control Thresholds
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||||
Vigor
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99
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Grab
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Grapple
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Restr.
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Incap.
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Vigor Dice
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18d8+18
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0-3
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4-6
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7-12
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13+
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*mage armor adds DR 1 per spell slot level
Proficiency +4
Saving
Throws. Int +9, Wis +6
Throws. Int +9, Wis +6
Skills.
Arcana +13, History +13
Arcana +13, History +13
Damage
Resistance. damage from spells; nonmagical bludgeoning, piercing, and
slashing (from stoneskin)
Resistance. damage from spells; nonmagical bludgeoning, piercing, and
slashing (from stoneskin)
Senses.
passive Perception 12
passive Perception 12
Languages.
any six languages.
any six languages.
Challenge
12 (8,400 XP)
12 (8,400 XP)
Magic Resistance. The
archmage has advantage on saving throws against spells and other magical
effects.
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:
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
(at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
• 1st
level (4 slots): detect magic, identify, mage armor*, magic missile
level (4 slots): detect magic, identify, mage armor*, magic missile
• 2nd
level (3 slots): detect thoughts, mirror image, misty step
level (3 slots): detect thoughts, mirror image, misty step
• 3rd
level (3 slots): counterspell, fly, lightning bolt
level (3 slots): counterspell, fly, lightning bolt
• 4th
level (3 slots): banishment, fire shield, stoneskin*
level (3 slots): banishment, fire shield, stoneskin*
• 5th
level (3 slots): cone of cold, scrying, wall of force
level (3 slots): cone of cold, scrying, wall of force
• 6th
level (1 slot): globe of invulnerability
level (1 slot): globe of invulnerability
• 7th
level (1 slot): teleport
level (1 slot): teleport
• 8th
level (1 slot): mind blank*
level (1 slot): mind blank*
• 9th
level (1 slot): time stop
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.
Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Archmages are powerful (and usually quite old) spellcasters
dedicated to the study of the arcane arts. Benevolent ones counsel kings and
queens, while evil ones rule as tyrants and pursue lichdom. Those who are
neither good nor evil sequester themselves in remote towers to practice their
magic without interruption.
dedicated to the study of the arcane arts. Benevolent ones counsel kings and
queens, while evil ones rule as tyrants and pursue lichdom. Those who are
neither good nor evil sequester themselves in remote towers to practice their
magic without interruption.
An archmage typically has one or more apprentice mages, and an
archmage’s abode has numerous magical wards and guardians to discourage
interlopers.
archmage’s abode has numerous magical wards and guardians to discourage
interlopers.