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Archmage

Medium · Humanoid · CR 12 · Any Alignment

Source. 5e 2014 Rules
Armor Class
12 (15 with _mage armor_)
Hit Points and Hit Dice
99 (18d8+18)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
14
+2
CON
12
+1
INT
20
+5
WIS
15
+2
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Any Alignment
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 12

Saving Throws

Intelligence +9 Wisdom +6

Skills

Arcana +13 History +13

Languages

any six languages

Resistances & Immunities

Damage Resistances
damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)

Environments

Forest or Jungle Laboratory Urban

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

Cost 1

+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

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.

Player Guide: Facing Archmage

1 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.

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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