Combat Statistics

CR 12
Challenge Rating
8,400 XP
12
Armor Class
99
Hit Points
(18d8)
Speed: {"walk":30} ft.
Strength
10
(+0)
Dexterity
14
(+2)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
12
(+1)
Intelligence
20
(+5)
Wisdom
15
(+2)
Charisma
16
(+3)
Skills: Arcana +13, History +13
Damage Resistances: ["damage from spells", "bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)"]
Damage Immunities: []
Condition Immunities: []
Senses: Passive Perception 12 ft. passive Perception 12
Languages: ["any six languages"]
Proficiency Bonus: +4

Special Abilities

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

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

Quick Reference

Type: Humanoid
Size: Medium
Alignment: any alignment
Environment: Any

DM Tools

💰 Loot Generator

CR 12 | Challenge Rating: 12
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