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Archmage

Medium Humaniod (Any Race) , Any

Armor Class 12 (15 with Mage Armour)
Hit Points 99 (18d8+18)
Speed 30ft

STR
10 0
DEX
14 +2
CON
12 +1
INT
20 +5
WIS
15 +2
CHA
16 +3

Saving Throws Int +9, Wis +6, Advantages on saving throws against magic
Skills Arcana +13, History +13
Damage Resistances Non magical bludgeoning, slashing, piercing (from stoneskin)
Senses Passive perception 12
Languages Any six


Description

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.


The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arch mage 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 armour, 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 (l slot): teleport
8th level (l slot): mind blank
9th level (l slot): time stop
The archmage casts bold 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.


 

Created by

Tari.

Statblock Type

NPC

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