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5ead/monsters/md/5.1_srd_(2015_mm)/archmage.md
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# Archmage
*Medium* *Humanoid* *any alignment*
- **Armor Class:** 12 (15 with _mage armor_)
- **Hit Points:** 99 (18d8+18)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 12 (8,400 XP)
- **Source:** 5.1 SRD (2015 MM), page 395
| 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 +13
- **Damage Resistances:** damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
- **Senses:** passive Perception 12
- **Languages:** any six languages
### Special Abilities
- **Magic Resistance:** The archmage has advantage on saving throws against spells and other magical effects.
- **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:
* Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
* 1st level (4 slots): detect magic, identify, mage armor*, magic missile
* 2nd level (3 slots): detect thoughts, mirror image, misty step
* 3rd level (3 slots): counterspell,fly, lightning bolt
* 4th level (3 slots): banishment, fire shield, stoneskin*
* 5th level (3 slots): cone of cold, scrying, wall of force
* 6th level (1 slot): globe of invulnerability
* 7th level (1 slot): teleport
* 8th level (1 slot): mind blank*
* 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
### Actions
- **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.