Monster · CR 12 (8,400 XP) · 2024 rules

Archmage

Small humanoid, neutral

  • Armor Class 17 (natural armor)
  • Hit Points 170 ()
  • Speed 30 ft.
  • Initiative +7 (17)
  • Saving Throws ,
  • Skills , ,
  • Immunities psychic, charmed
  • Senses Passive Perception 16
  • Languages Common plus five other languages
  • Challenge 12 (8,400 XP; PB +4)

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: , reach 5 ft. or range 150 ft. Hit: 27 () 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

Bonus Actions

Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits