5e SRD 5.2.1 · 5.2.1
Archmage
Monsters > Archmage
Medium or Small Humanoid (Wizard), Neutral AC 17 Initiative +7 (17 ) HP 170 (31d8 + 31) Speed 30 ft. MOD SAVE MOD SAVE MOD SAVE Str 10+0+0Dex 14+2+2Con 12+1+1 Int 20+5+9WIS 15+2+6Cha 16+3+3 Skills Arcana +13, History +9, Perception +6 Immunities Psychic; Charmed (with Mind Blank) Gear Wand Senses Passive Perception 16 Languages Common plus five other languages CR 12 (XP 8,000; 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: +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 (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), 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. Magmin