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Archmage

Medium · Humanoid · CR 11 · Chaotic Evil

Armor Class
12
Hit Points and Hit Dice
117 (18d8+36)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
14
+2
CON
14
+2
INT
20
+5
WIS
16
+3
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 7200
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 17

Saving Throws

Intelligence +9 Wisdom +7

Skills

Arcana +9 History +9 Insight +7 Perception +7

Languages

any four

Resistances & Immunities

Damage Immunities
psychic (with mind blank)
Condition Immunities
charmed (with mind blank)

Traits

Foresight

When the foresight spell is active, the archmage can't be surprised and has advantage on ability checks, attack rolls, and saving throws. In addition, other creatures have disadvantage on attack rolls against the archmage.

Mind Blank

When the Mind Blank spell is active, the archmage is immune to psychic damage, any effect that would read their emotions or thoughts, divination spells, and the charmed condition.

Spellcasting

The archmage is an 18th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 17 +9 to hit with spell attacks). The archmage can cast shield at level 1 and Alter Self at level 2 without expending a spell slot. They have the following wizard spells prepared:

  • Cantrips (at will): Fire Bolt, Light, Mage Hand, Message, Prestidigitation
  • 1st-Level (4 slots): Detect Magic, Identify, Mage Armor, Shield
  • 2nd-Level (4 slots): Alter Self, Detect Thoughts, Suggestion
  • 3rd-Level (3 slots): Counterspell, Lightning Bolt, Sending
  • 4th-Level (3 slots): Confusion, Hallucinatory Terrain, Locate Creature
  • 5th-Level (3 slots): Cone of Cold, Mislead, Scrying
  • 6th-Level (1 slot): Globe of Invulnerability, True Seeing
  • 7th-Level (1 slot): Teleport
  • 8th-Level (1 slot): Mind Blank
  • 9th-Level (1 slot): Foresight

Actions

Cone of Cold

(5th-Level; V, S, M) Frost blasts from the archmage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.

Confusion

(4th-Level; V, S, M, Concentration) Each creature within 10 feet of a point the archmage can see within 120 feet makes a DC 17 Wisdom saving throw becoming rattled until the end of its next turn on a success. On a failure a creature is confused for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on itself on a success.

Dagger

+6 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 piercing damage.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Fire Bolt

+9 to hit, range 120 ft (36.6 m). Hit: 4d10 fire damage.

(Cantrip; V, S) Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.

Globe of Invulnerability

(6th-Level; V, S, M, Concentration) A glimmering 10-foot-radius sphere appears around the archmage. It remains for 1 minute and doesnt move with the archmage. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside.

Lightning Bolt

(3rd-Level; V, S, M) A bolt of lightning 5 feet wide and 100 feet long arcs from the archmage. Each creature in the area makes a DC 17 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.

Mislead

(5th-Level; S, Concentration) The archmage becomes invisible for 1 hour. At the same time an illusory copy of the archmage appears in their space. The archmage can use an action to move the copy up to 60 feet and have it speak or gesture. The copy is revealed as an illusion with any physical interaction as solid objects and creatures pass through it. The archmage can use a bonus action to switch between their copys senses or their own; while using their copys senses the archmages body is blind and deaf. The invisibility but not the duplicate ends if the archmage casts another spell.

Teleport

(7th-Level; V) The archmage teleports to a location they are familiar with on the same plane of existence.

Reactions

Counterspell

(3rd-Level; S) When a creature the archmage can see within 60 feet casts a spell, the archmage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the archmage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the archmage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.

Shield

(1st-Level; V) When the archmage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.

About Archmage

Archmage is a medium humanoid with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 117 hit points (derived from 18d8+36).

Archmage has communication capabilities including any four. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Archmage

3 tips available

When using Archmage in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Archmage

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Archmage?
Archmage has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Archmage?
Archmage is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Archmage speak?
Archmage can communicate in any four.

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