Archmage CR 12 Medium humanoid

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor) Hit Points 99 (18d8 + 18) Speed 30 ft.
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 20 (+5)
WIS 15 (+2)
CHA 16 (+3)

Saving Throws Int +9, Wis +6

Skills Arcana +13, History +13

Damage Resistances damage from spells; bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)

Senses passive Perception 12

Languages any six languages

Challenge 12 (8,400 XP)   Proficiency Bonus +4

Traits

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:

* 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.

πŸ“– Open these spells in the Spellbook

Where to meet one

The encounter builder rolls the archmage for fights in 🏘️ town and 🏚️ dungeon or ruin.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.