Everything from the 5th edition of D&D. 5e, monster manual, DnD, collection.
Played | 0 times |
Cloned | 5 times |
Created | 16 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Description
Archmages are powerful spellcasters who have dedicated their lives to mastering the arcane arts. They can be benevolent advisors to rulers, tyrannical overlords, or reclusive scholars, each wielding immense magical power and knowledge. Traits: The archmage has advantage on saving throws against spells and other magical effects. The Archmage casts the following spells on themselves before combat: mage armor, stoneskin, mind blank
Size | Medium |
Type | Humanoid |
CR | 12 |
XP | 8400 |
Languages | any six languages |
Armor Class | 12 |
HP Range | 99 - 99 (Avg: 99) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Cast Spell
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
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.