Tools and Taverns
Affects species ability score bonuses: choose 2014 or 2024 rules.

Archmage

SRD 5.2.1 (2024 rules)

Archmage

Medium or Small Humanoid (Wizard), Neutral

Armor Class17
Initiative+7 (17)
Hit Points170 (31d8 + 31)
Speed30 ft.
STR10 (+0)Save +0
DEX14 (+2)Save +2
CON12 (+1)Save +1
INT20 (+5)Save +9
WIS15 (+2)Save +6
CHA16 (+3)Save +3
SkillsArcana +13, History +9, Perception +6
ImmunitiesPsychic; Charmed (with Mind Blank)
GearWand
SensesPassive Perception 16
LanguagesCommon plus five other languages
Challenge12 (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.