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Returning 20 results for 'Archmage'.
Monsters
Monster Manual
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Archmage
Legacy
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Monsters
Basic Rules (2014)
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;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the
monsters
Arcana Unleashed
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect
monsters
Arcana Unleashed
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst Attacks.
Arcane Burst. Melee or Ranged Attack
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect
monsters
Arcana Unleashed
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged
condition and is transported to a harmless demiplane until the start of the archmage’s next turn, at which point it reappears in the space it left or in the nearest unoccupied space if that space
monsters
Arcana Unleashed
Magic Resistance. The archmage has Advantage on saving throws against spells and similar effects.Multiattack. The archmage makes four Arcane Burst attacks. It can replace one attack with a use of
ft. Hit: 24 (3d12 + 5);{"diceNotation":"3d12+5", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells
monsters
Arcana Unleashed
Evocation Sculptor. When the archmage casts a spell that creates an area of effect, it can choose itself and up to five other creatures it can see, sculpting the spell’s energy around them. A
chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
Magic Resistance. The archmage has
monsters
Arcana Unleashed
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Marshal Undead. Undead creatures of the archmage’s choice in a 60-foot Emanation
originating from the archmage have Advantage on attack rolls and saving throws unless the archmage has the Incapacitated condition.Multiattack. The archmage makes four Arcane Burst attacks. It can replace
monsters
Arcana Unleashed
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect
monsters
Arcana Unleashed
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Alter
Monsters
Dungeon Masters: Living Spells Play-Along Pack
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Alter
Monsters
Dungeon Masters: Living Spells Play-Along Pack
Evocation Sculptor. When the archmage casts a spell that creates an area of effect, it can choose itself and up to five other creatures it can see, sculpting the spell’s energy around them. A
chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
Magic Resistance. The archmage has
Monsters
Dungeon Masters: Arcana Unleashed Play-Along Pack
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged
condition and is transported to a harmless demiplane until the start of the archmage’s next turn, at which point it reappears in the space it left or in the nearest unoccupied space if that space
Monsters
Dungeon Masters: Arcana Unleashed Play-Along Pack
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Marshal Undead. Undead creatures of the archmage’s choice in a 60-foot Emanation
originating from the archmage have Advantage on attack rolls and saving throws unless the archmage has the Incapacitated condition.Multiattack. The archmage makes four Arcane Burst attacks. It can replace
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
Archmage As incredibly powerful spellcasters, archmages are capable of impressive deeds. Beyond slaying dragons or destroying undead, archmages have saved (and ruled!) entire cities, driven back
, whether it’s to protect the weak, combat the wicked, amass the most knowledge, or take the biggest risks. Archmage Motivations Archmages might patronize a group for the following reasons: Emissaries Are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Archmage 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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Archmage Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1
slashing (from stoneskin)
Senses passive Perception 12
Languages any six languages
Challenge 12 (8,400 XP)
Magic Resistance. The archmage has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Archmage Archmages have mastered incredible magical power. While some use their magic to protect the world, others become tyrants or pursue forbidden secrets. Many archmages retain magical servants
at the left hand of Szass Tam during the Ritual of Twin Burnings? No? Then speak not to me of wizards. Speak not to me of Thay.
—Nathor, Thayan refugee
Archmage Medium or Small Humanoid (Wizard
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
Illusionist Archmage Illusionist archmages have mastered the tactile elements of illusory magic. They can create complex effects that seem vibrantly real and modify the subtlest details of illusory
disguises, objects, and terrain. Illusionist Archmage Medium Or Small Humanoid (Wizard), Neutral
AC 16 Initiative +8 (18)
HP 220 (40d8 + 40)
Speed 30 ft.
Mod Save
Str 10 +0 +0
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
Transmuter Archmage Transmuter archmages transform themselves or their surroundings. These archmages manipulate combatants to suit their own whims. Transmuter Archmage Medium Or Small Humanoid
languages
CR 15 (XP 13,000; PB +5)
Traits
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The archmage makes four