Archmage
Medium or small humanoid, neutral · 2024 rules, SRD 5.2
- Armor Class
- 17
- Hit Points
- 170 (31d8+31)
- Speed
- 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
- Saving Throws
- INT +9, WIS +6
- Skills
- Arcana +13, History +9, Perception +6
- Senses
- passive perception 16
- Languages
- Common plus five other languages
- Challenge
- 12 (8,000 XP)
Traits
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. 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, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor, Mage Hand, Prestidigitation. 2/day each: Fly, Lightning Bolt. 1/day each: Cone of Cold, Mind Blank, Scrying, Teleport.
Misty Step (bonus action). The mage casts Misty Step, using the same spellcasting ability as Spellcasting. Level 2: Misty Step.
Reactions
Protective Magic. The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. Level 3: Counterspell. Level 1: Shield.
Also in the 2014 rules (SRD 5.1).