Archmage

Medium or Small Humanoid (Wizard), Neutral
Initiative +6 (16)
AC 17
HP 170 (31d8 + 31)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
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; Charmed (with Mind Blank)
Gear Wand
Senses Passive Perception 16
Languages Common plus five other languages
CR 12 (XP 8 400; 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.

Mages are magical wonder-workers, ranging from spellcasting overlords to reclusive witches. They study mystical secrets and possess insight into monsters, legends, omens, and other lore. Mages often gather allies or hire assistants to aid them in their research or to attain magical might.
Archmages have mastered incredible magical power. While some use their magic to protect the world, others become tyrants or pursue forbidden secrets. Many archmages retain magical servants and collect magic items and occult lore.
Habitat: Any
Treasure: Individual, Arcana
Monster Manual 2024
  1. DnD 2024 Monsters › Archmage