AC 12 (15 with )
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 )
Condition Immunities (with )
Senses passive Perception 17
Languages any four
Foresight. When the spell is active, the archmage can’t be and has on ability checks, , and . In addition, other creatures have on attack rolls against the archmage.
Mind Blank. When the spell is active, the archmage is immune to psychic damage, any effect that would read their emotions or thoughts, divination spells, and the 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 at level 1 and at level 2 without expending a spell slot. They have the following wizard spells prepared:
Cantrips (at will): , , , ,
1st-level (4 slots): , , ,
2nd-level (4 slots): , ,
3rd-level (3 slots): , ,
4th-level (3 slots): , ,
5th-level (3 slots): , ,
6th-level (1 slot): ,
7th-level (1 slot):
8th-level (1 slot):
9th-level (1 slot):
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 , 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 , becoming until the end of its next turn on a success. On a failure, a creature is 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 , taking 36 (8d8) cold damage on a failure or half damage on a success.
Mislead (5th-Level; S, Concentration). The archmage becomes 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 and . 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.
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 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 or targeted by , 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.
Besides the spells listed in the mage, archmage, or arcane blademaster’s stat block, they may also know one of the following spells:
1 , and has a familiar
2 , and has cast lots of magic mouths in the area
3 , and is in disguise
4 , and uses it irresponsibly
5 , and has a pet zombie or skeleton
6 , and has cast Explosive Runes
7 , and is on the run
8 , and often transforms into a hawk or rat
9 , and has been watching you
10 , and has several animated pieces of furniture
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.
CR 0–2 1 or 2 ; with , , , or
Treasure 8 pp, spellbook, of , (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 ; with 1 or 2 ; with , , , , or ; with or ; with 1d8 or ; with 1d10 ; with
Treasure jade and onyx chessboard (250 gp), tiny gold chess pieces (750 gp), spellbook, of , , twisted iron wand which acts as a
CR 11–16 ; 2 ; with ; with , , , , or ; with , , , or 2
Treasure 700 gp, ceremonial gold skullcap (2,500 gp), spellbook, of and , , cracked which displays a flickering image of its user near any scrying sensor it creates
CR 17–22 ; 2 ; with , , , , or
Treasure 3 emeralds (1,000 gp each), pseudodragon egg (5,000 gp), spellbook, , of and , ,
CR 23–30 with 3 ; with 5 or 6 , , , , or
Treasure 8,000 gp, vial of powdered diamond (5,000 gp), copper dragon egg (10,000 gp), spellbook, 2 , of and , , (archmage) or (arcane blademaster)
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.