Kryx RPGThemesMonsters

Archmage

Medium humanoid (any species)
Challenge
12 (8,400 XP)

STR
0
DEX
2
CON
1
INT
5
WIS
2
CHA
3

99
18d8+18
12
Fort
+1
Ref
+1
Will
+7
Defense note 15 with mage armor
Damage resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)

Speed 9 m.
Senses passive Perception 12
Skills Arcana +9
Languages any six languages

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 and invisibility at will and has 26 mana, a mana limit of 5, regains its mana when it finishes a short or long rest, and knows the following spells:

Cantrips (at will): light, minor telekinesis, prestidigitation, produce flame, shock

1 mana: cone of cold, detect magic, detect magic, fiery rebuke, levitate, lightning bolt, mage armor, magic missiles, psychic fortress, teleport

2 mana: banishment, clairvoyance, counterspell, detect thoughts, mirror image, stoneskin, time stop, wall of force

3 mana: antimagic sphere, distant teleport

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 4 (1d4 + 2) piercing damage.

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