Medium Humanoid (Any Race), Neutral Good
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
Senses Passive Perception 12
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
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 shield and misty step at will and has the following wizard spells prepared (+3 more):

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, disguise self, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, invisibilityknock

3rd level (3 slots): counterspell, fly, fireball

4th level (3 slots): fire shield, dimension door

5th level (3 slots): cone of cold, wall of force

6th level (1 slot): sunbeamdisintegrate

7th level (1 slot): 

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.

Description

On further reflection, while an archmage would be more than capable of beating a vampire with the correct preparation, Stradh is an entirely different beast.

Previous Versions

Name Date Modified Views Adds Version Actions
2/26/2022 3:10:25 AM
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Monster Tags: NPC

Habitat: Urban

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