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Medium humanoid · CR 12

Archmage

Armor Class12
Hit Points99 (18d8+18)
Speed30 ft.
ChallengeCR 12 (8,400 XP)
STR
10
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
20
(+5)
WIS
15
(+2)
CHA
16
(+3)
Saving ThrowsINT +9, WIS +6
SkillsArcana +13, History +13
Resistancesdamage from spells, bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)
Sensespassive Perception 12
Languagesany six languages
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.

Running Archmage in an encounter

As a CR 12 threat worth 8,400 XP, Archmage is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 12 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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