SRD5:Archmage NPC

From Rlyehwiki
Jump to navigation Jump to search
< NPC

D&D 5.0e SRD5 OGL CC-BY ʰ 

Archmage (NPC) [SRD5 OGL/CC-BY] [1] [2] [3]
Medium Humanoid  (Any Race), Any Alignment
Armor Class: 12 (15 with mage armor)
Hit Points: 99 (18d8+18)
Speed: 30 ft.
Str Dex Con Int Wis Cha
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
Saving Throws: Int +9, Wis +6
Skills: Arcana +13, History +13
Damage Resistances: damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses: passive perception 12
Languages: Any six languages
Habitat: Urban
Challenge: 12 (8,400 xp)Proficiency Bonus (PB): +4

Features

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.


Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. [SRD5 OGL/CC-BY] [1]

Sources

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY. 1.0 1.1
  2. Note: Habitat is not part of the SRD5.
  3. habitat - Dungeon Master's Guide (5e) p.302-305

Back to Main PageDnD5eMonsterNPC
Back to Main PageDnD5eClassWizard

  Open Game Content
This is article is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.


Monster data +

Not Found

SRD-OGL v5.1 Contrigubtions +

1,396 articles

Identifier must not contain quote, dot or null characters