Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (17 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
20 (+5)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws INT +9, CHA +5
Skills Arcana +13, History +13
Damage Resistances Damage from Spells
Senses Passive Perception 12
Languages Any six languages and Primordial
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 disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): ray of frost, light, mage hand, prestidigitation, frostbite

1st level (4 slots): detect magic, absorb elements, mage armor*, magic missile

2nd level (3 slots): snilloc's snowball swarm, mirror image, misty step

3rd level (3 slots): counterspell, wall of water, sleet storm

4th level (3 slots): ice storm, [Tooltip Not Found], control water

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

6th level (1 slot): freezing sphere

7th level (1 slot): teleport

8th level (1 slot): control weather

9th level (1 slot): prismatic wall

 

Actions

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Description

Archwarlockss are powerful (and usually quite old) spellcasters dedicated to the study of the eldritch 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 archwarlock typically has one or more patrons, and an archwarlock's abode has numerous magical wards and guardians to discourage interlopers.

Monster Tags: NPC

Habitat: Urban

DungeonOfFright

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