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Basic Rules (2014)

Archmage CR: 12

Medium humanoid, any alignment
Armor Class: 12 (15 with *mage armor*)
Hit Points: 99 (18d8+18)
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

20 +5

WIS

15 +2

CHA

16 +3

Saving Throws: INT +9, WIS +6
Skills:

Arcana +13, History +13

Damage Resistances: Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses:

Passive Perception 12

Languages: Any six languages
Challenge Rating: 12 ( 8,400 XP)
Proficiency Bonus: +4

The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation, Shocking Grasp

1st level (4 slots): [blocklink:1535257], Mage Armor, Magic Missile

2nd level (3 slots): Detect Thoughts (at will), Invisibility (at will), 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.


Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Actions

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

Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.


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