Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 115 (21d8 + 21)
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.

 

Actions

Multiattack. The archmage makes three Arcane burst attacks. It can replace one attack with a use of Spellcasting.

Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 27 (4d10 + 5) force damage.

Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect magic, invisibilityshield

3/day each: banishment, dispel magic, mage armormisty step

1/day each: teleportwall of force

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. Changed archmage to suit MMotM style.

Monster Tags: NPC

Habitat: Urban

Vuljotnaak

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