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Archmage

Challenge
Tags
str
10
dex
14
con
14
int
20
wis
16
cha
14

AC 12 (15 with mage armor )

HP 117 (18d8 + 36; bloodied 58)

Speed 30 ft.


Proficiency +4; Maneuver DC 14

Saving Throws Int +9, Wis +7

Skills Arcana +9 (+1d8), Insight +7, History +9, Perception +7

Damage Immunities psychic (with mind blank )

Condition Immunities charmed (with mind blank )

Senses passive Perception 17

Languages any four


Foresight. When the foresight spell is active, the archmage can’t be surprised and has advantage on ability checks, attack rolls , and saving throws . In addition, other creatures have disadvantage on attack rolls against the archmage.

Mind Blank. When the mind blank spell is active, the archmage is immune to psychic damage, any effect that would read their emotions or thoughts, divination spells, and the charmed condition.

Spellcasting. The archmage is an 18th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast shield at level 1 and alter self at level 2 without expending a spell slot. They have the following wizard spells prepared:

Cantrips (at will): fire bolt , light , mage hand , message , prestidigitation

1st-level (4 slots): detect magic , identify , mage armor , shield

2nd-level (4 slots): alter self , detect thoughts , suggestion

3rd-level (3 slots): counterspell , lightning bolt , sending

4th-level (3 slots): confusion , hallucinatory terrain , locate creature

5th-level (3 slots): cone of cold , mislead , scrying

6th-level (1 slot): globe of invulnerability , true seeing

7th-level (1 slot): teleport

8th-level (1 slot): mind blank

9th-level (1 slot): foresight


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.

Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.

Lightning Bolt (3rd-Level; V, S, M). A bolt of lightning 5 feet wide and 100 feet long arcs from the archmage. Each creature in the area makes a DC 17 Dexterity saving throw , taking 28 (8d6) lightning damage on a failure or half damage on a success.

Confusion (4th-Level; V, S, M, Concentration). Each creature within 10 feet of a point the archmage can see within 120 feet makes a DC 17 Wisdom saving throw , becoming rattled until the end of its next turn on a success. On a failure, a creature is confused for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cone of Cold (5th-Level; V, S, M). Frost blasts from the archmage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw , taking 36 (8d8) cold damage on a failure or half damage on a success. 

Mislead (5th-Level; S, Concentration). The archmage becomes invisible for 1 hour. At the same time, an illusory copy of the archmage appears in their space. The archmage can use an action to move the copy up to 60 feet and have it speak or gesture. The copy is revealed as an illusion with any physical interaction, as solid objects and creatures pass through it. The archmage can use a bonus action to switch between their copy’s senses or their own; while using their copy’s senses, the archmage’s body is blind and deaf . The invisibility, but not the duplicate, ends if the archmage casts another spell.

Globe of Invulnerability (6th-Level; V, S, M, Concentration). A glimmering, 10-foot-radius sphere appears around the archmage. It remains for 1 minute and doesn’t move with the archmage. Any 5th-level or lower spell cast from outside the sphere can’t affect anything inside the sphere, even if cast with a higher level spell slot. Targeting something inside the sphere or including the sphere’s space in an area has no effect on anything inside.

Teleport (7th-Level; V). The archmage teleports to a location they are familiar with on the same plane of existence.


REACTIONS

Counterspell (3rd-Level; S). When a creature the archmage can see within 60 feet casts a spell, the archmage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the archmage makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the archmage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.

Shield (1st-Level; V, S). When the archmage is hit by an attack or targeted by magic missile , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.

Varied Spellbooks

Besides the spells listed in the mage, archmage, or arcane blademaster’s stat block, they may also know one of the following spells: 

1 find familiar , and has a familiar

2 magic mouth , and has cast lots of magic mouths in the area

3 alter self , and is in disguise

4 detect thoughts , and uses it irresponsibly

5 animate dead , and has a pet zombie or skeleton

6 glyph of warding , and has cast Explosive Runes

7 nondetection , and is on the run

8 polymorph , and often transforms into a hawk or rat

9 scrying , and has been watching you

10 animate objects , and has several animated pieces of furniture

Description

As rare as mages are, far fewer still go on to become archmages, gaining a mastery over magic that approaches the very heights of mortal power. These powerful spellcasters enact ancient rituals and conduct potentially disastrous experiments in their endless pursuit of arcane excellence.

Encounters

CR 0–2 1 or 2 apprentice mages ; apprentice mage with acolyte , grimalkin , owl , or quasit

Treasure 8 pp, spellbook, spell scroll of unseen servant , 1 wand of the war mage (sentient, named Mentor, with Intelligence, Wisdom and Charisma scores of 14; speaks 6 languages; lectures its owner on the right way to do everything)

CR 5–10 mage ; mage with 1 or 2 apprentice mages ; mage with animated armor , elemental , gargoyle , grimalkin , or imp ; forest gnome illusionist with faerie dragon or scout ; necromancer with 1d8 skeletons or zombies ; shadow elf mage with 1d10 shadow elf warriors ; shadow elf mage with shadow elf champion warrior

Treasure jade and onyx chessboard (250 gp), tiny gold chess pieces (750 gp), spellbook, spell scroll of magic mouth , winged boots , twisted iron wand which acts as a ring of spell storing

CR 11–16 archmage ; 2 mages ; archmage with elemental ; mage with clay guardian , bone devil , giant elemental , invisible stalker , or shield guardian ; necromancer with skeleton horde , zombie horde , skeletal tyrannosaurus rex , or 2 skeletal champions

Treasure 700 gp, ceremonial gold skullcap (2,500 gp), spellbook, spell scrolls of fire shield and secret chest , ring of mind shielding , cracked crystal ball which displays a flickering image of its user near any scrying sensor it creates

CR 17–22 arcane blademaster ; 2 archmages ; archmage with djinni , giant elemental , mage , shield guardian , or stone guardian

Treasure 3 emeralds (1,000 gp each), pseudodragon egg (5,000 gp), spellbook, potion of clairvoyance , spell scrolls of circle of death and eyebite , ring of free action , staff of power

CR 23–30 arcane blademaster with 3 knights ; archmage with 5 or 6 ghasts , hell hounds , knights , mummies , or ogre zombies

Treasure 8,000 gp, vial of powdered diamond (5,000 gp), copper dragon egg (10,000 gp), spellbook, 2 potions of supreme healing , spell scrolls of prismatic wall and sunburst , ring of mind shielding , robe of the archmagi (archmage) or dwarven plate (arcane blademaster)

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.