Archmage

Medium / humanoid / Neutral / CR 12

Armor Class17
Hit Points170 (31d8 + 31)
Speed30 ft
Challenge12
Proficiency-
STR10+0
DEX14+2
CON12+1
INT20+5
WIS15+2
CHA16+3
Saving Throws

Intelligence +9, Wisdom +6

Skills

Arcana +13, History +9, Perception +6

Initiative

+7

Languages

Common Plus Five Other Languages

Damage immunities

Psychic

Traits

Magic Resistance

The archmage has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

action

The archmage makes four Arcane Burst attacks.

Arcane Burst

action

Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 27 (4d10 + 5) force damage.

Spellcasting

action

2 uses per day; 1 use per day. 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

bonus

3 uses per day. The archmage casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic

reaction

3 uses per day. The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Prepared Spells

Misty Step, Counterspell, Shield, Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor, Prestidigitation, Fly, Lightning Bolt, Cone Of Cold, Mind Blank, Scrying, Teleport, Mage Hand

Creature Rules

Mages

Token artwork by Forgotten Adventures.

Referenced spells