Medium Humanoid (Any Race), Any Alignment
Armor Class 19 (19 with mage armor)
Hit Points 137 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
19 (+4)
CON
19 (+4)
INT
22 (+6)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws CON +8, INT +10, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
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.

Evocation Wizard. The archmage deals an additional 6 damage on the damage rolls of their spells. Or the first instance of damage is increased by an amount equal to 5 times the spell level. 

 

 

 

Potent spell. Spells deal an increased dice level of damage.

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +19 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): Shield, Silvery Barbs, mage armor*, magic missile

2nd level (3 slots): Cloud of Daggers, Scorching Ray, Blindness/Deafness

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin*

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

6th level (1 slot): Disintegrate, Chain Lightning

7th level (1 slot): teleport

8th level (1 slot): Sunburst, Dark Star

9th level (1 slot): Meteor Swarm,Time Ravage

*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

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.

Monster Tags: NPC

Habitat: Urban

Deadlyroot

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