Archmage

Archmage

Medium humanoid (any race), any alignment

12
Challenge Rating
8400 XP

An archmage is a spellcaster of extraordinary power and knowledge, revered as the pinnacle of arcane mastery. Clad in elaborate robes and wielding a staff or other arcane focus, the archmage exudes an aura of authority and wisdom. Their age is often evident in their appearance, marked by greying hair or a long white beard, reflecting the years dedicated to the study and practice of magic.

An archmage possesses a deep understanding of various magical traditions and schools, allowing them to command an extensive repertoire of spells. They can effortlessly manipulate the forces of nature, bend reality to their will, and unleash devastating spells with precise control. Their mastery extends beyond raw power; they possess advanced knowledge of spellcasting theory, magical rituals, and the ability to craft powerful magical items.

In addition to their formidable magical abilities, archmages often hold positions of influence and leadership within magical societies or kingdoms. They serve as advisors to rulers, guardians of ancient knowledge, and defenders against mystical threats. With their vast intellect and magical prowess, archmages are both revered and feared, and encountering one is a rare and awe-inspiring event.

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.
Armor Class: 12 (DEX), 15 (spell: Mage Armor)
Hit Points: 99 (18d8+18)
Speed: 30 ft. (walk)
str
10
+0
dex
14
+2
con
12
+1
int
20
+5
wis
15
+2
cha
16
+3
Damage Resistances: damage from spells | nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Proficiency Bonus: +4

Proficiencies

  • Saving Throw: INT +9
  • Saving Throw: WIS +6
  • Skill: Arcana +13
  • Skill: History +13

Senses

  • Passive Perception: 12
Languages: any six languages
Environment: Urban

Credits: SRD 5.1