Monster Manual (5e)
Archmage CR: 12
Small to Medium humanoid, any alignment
Armor Class: 15 (Mage Armor)
Hit Points: 99 (18d8 + 18) 18d8+18
Speed:
30 ft
Saving Throws: Intelligence +9, Wisdom +6
Skills: Arcana +13, History +13
Damage Resistances: Damage from spells; nonmagical Bludgeoning, Piercing, & Slashing (Stoneskin)
Damage Immunities: Psychic (Mind Blank)
Condition Immunities: Charmed (Mind Blank)
Senses: Passive Perception 12
Languages: Common, & any five languages
Challenge Rating: 12
( 8400 XP)
Proficiency Bonus: +4
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.
Magic Resistance. The archmage has advantage on saving throws against spells & other magical effects.
Variant: Familiars. Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
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.
Suggested Environments
Any Climate; Any Terrain