Archmage

CR 12 Humanoid

Monster

Medium or Small Humanoid (wizard), Neutral

AC
17 (natural armor)
Initiative
+7 (17)
HP
170 (31d8 + 31)
Speed
30 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save Ability Score Mod Save
STR 10 +0 +0 DEX 14 +2 +2 CON 12 +1 +1
INT 20 +5 +9 WIS 15 +2 +6 CHA 16 +3 +3
Skills
Arcana +13, History +9, Perception +6
Immunities
Psychic
Condition Immunities
Charmed (with _Mind Blank_)
Gear
Wand
Senses
Passive Perception 16
Languages
Common plus five other languages
CR
12 (XP 8,000; PB +4)

Traits

Magic Resistance.

The archmage has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The archmage makes four Arcane Burst attacks.

Arcane Burst.

Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.

Spellcasting.

The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fly, Lightning Bolt (level 7 version)
1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport

Bonus Actions

Misty Step (3/Day).

The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day).

The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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