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monsters/md/5.1_srd_(2015_mm)/archmage.md
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monsters/md/5.1_srd_(2015_mm)/archmage.md
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# Archmage
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*Medium* *Humanoid* *any alignment*
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- **Armor Class:** 12 (15 with _mage armor_)
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- **Hit Points:** 99 (18d8+18)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 12 (8,400 XP)
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- **Source:** 5.1 SRD (2015 MM), page 395
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
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- **Saving Throws**: Int +9, Wis +6
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- **Skills:** arcana +13, history +13
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- **Damage Resistances:** damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
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- **Senses:** passive Perception 12
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- **Languages:** any six languages
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### Special Abilities
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- **Magic Resistance:** The archmage has advantage on saving throws against spells and other magical effects.
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- **Spellcasting:** The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
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* Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
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* 1st level (4 slots): detect magic, identify, mage armor*, magic missile
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* 2nd level (3 slots): detect thoughts, mirror image, misty step
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* 3rd level (3 slots): counterspell,fly, lightning bolt
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* 4th level (3 slots): banishment, fire shield, stoneskin*
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* 5th level (3 slots): cone of cold, scrying, wall of force
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* 6th level (1 slot): globe of invulnerability
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* 7th level (1 slot): teleport
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* 8th level (1 slot): mind blank*
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* 9th level (1 slot): time stop
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* The archmage casts these spells on itself before combat.
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### Actions
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- **Dagger:** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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