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Archmage

Medium · Humanoid · CR 12 · Chaotic Evil

Source. Black Flag SRD
Armor Class
17 (Magic Ward)
Hit Points and Hit Dice
212
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
14
+2
CON
12
+1
INT
28
+9
WIS
22
+6
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 8400
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 16

Saving Throws

Strength +0 Dexterity +2 Constitution +1 Intelligence +9 Wisdom +6 Charisma +3

Languages

any six languages

Resistances & Immunities

Damage Resistances
Magic Ward

Traits

Magic Resistance

The archmage has advantage on saves against spells and other magical effects.

Magic Ward

While the archmage is conscious, wearing no armor, and not inside of an antimagic effect, it adds its INT modifier to its AC (included above). In addition, it is resistant to force damage.

Actions

Arcane Blast

+9 to hit, reach 5 ft (1.5 m). Hit: 4d10+5 force damage.

Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 27 (4d10+5) force damage, and the target must succeed on a DC 17 STR save or be pushed up to 10 feet away from the archmage and knocked prone.

Burst of Magic

Recharge 5–6

The archmage releases a burst of swirling, multicolored, magical energy on a point it can see within 60 feet of it. Each creature within 20 feet of that point must make a DC 17 DEX save, taking 33 (6d10) force damage and 18 (4d8) acid, cold, fire, lightning, or thunder damage (the archmage's choice) on a failed save, or half as much damage on a successful one.

Multiattack

The archmage makes three Arcane Blast attacks. It can replace one attack with a use of Spellcasting.

Spellcasting

The archmage casts one of the following spells, using INT as the spellcasting ability (spell save DC 17).

  • At Will: detect magic, disguise self, mage hand, prestidigitation
  • 3/Day Each: charm, dispel magic, fly, invisibility (self only), mirror image
  • 1/Day Each: dimension door, greater hold, wall of force

Bonus Actions

Shimmering Step

The archmage teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Sparks of arcane energy appear at the origin and destination when it uses this bonus action.

Reactions

Counter Spell

When a creature the archmage can see within 30 feet of it casts a spell, the archmage can counter the spell, interrupting the casting. This reaction works like the counterspell spell with a +5 spellcasting ability check, except the archmage must always make the ability check, regardless of the spell's circle. The archmage has advantage on this check if the spell is on the Arcane source spell list.

About Archmage

Archmage is a medium humanoid with a Challenge Rating of 12. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 212 hit points (derived from None).

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

GM Tips: Using Archmage

4 tips available

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

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • 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

4 strategies available

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

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • 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 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 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 12, making it appropriate for parties of level 12.0.
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 six languages.

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