Talewrite

Archmage

Medium or small humanoid, neutral · 2024 rules, SRD 5.2

Armor Class
17
Hit Points
170 (31d8+31)
Speed
30 ft.
STRDEXCONINTWISCHA
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).

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).