Archmage — fantasy monster illustration. Archmage is a medium humanoid (Challenge Rating 12).

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Archmage

Medium Humanoid (any race), any alignment

AC
12
HP
99
Speed
30
CR
12

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.
An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.


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)

Saving Throws Int +9, Wis +6

Skills Arcana +13, History +13

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

Senses passive Perception 12

Languages any six languages

Challenge 12


Traits

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.

Community Images

Archmage — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022