Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any six languages
Resistances & Immunities
Environments
Traits
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
+6 to hit, reach 5 ft (1.5 m). Hit: 1d4 thunder damage. / +6 to hit, range 20/60 ft (6.1/18.3 m). Hit: 1d4 thunder 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.
About Archmage
Archmage is a medium humanoid with a Challenge Rating of 12. It has a any alignment alignment.
In combat, this creature maintains an Armor Class of 12 and possesses 99 hit points (derived from 18d8+18).
Archmage has communication capabilities including any six languages. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Archmage
1 tips available
GM Tips: Using Archmage
When using Archmage in your D&D 5e campaign, consider these tactical approaches:
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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.
Player Guide: Facing Archmage
1 strategies available
Player Guide: Facing Archmage
When your party encounters this creature, keep these strategies in mind:
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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.
Encounter Building Calculator
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
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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