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Archmage

Medium Humanoid (any race), any alignment

CR 12

8,400 XP

AC: 12 (15 with _mage armor_)
HP: 99 (18d8+18)
Speed: walk 30 ft.
Skills: Arcana +13, History +13
Senses: passive Perception 12
Languages: any six languages
STR
10
+0
DEX
14
+2
CON
12
+1
INT
20
+5
WIS
15
+2
CHA
16
+3

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.

Quick Reference

Challenge: CR 12
Type: Humanoid
Size: Medium
Alignment: any alignment
Best for party of 4 at level 10-12

Running This Encounter

The Archmage is a versatile spellcaster who should leverage their spell arsenal from range. Position them in defensible terrain with minions or environmental hazards to control the battlefield. Use legendary actions to cast cantrips or reactions to maximize survivability. Have them retreat or teleport when threatened, forcing the party to pursue through prepared areas.

Combat Tactics

The Archmage opens with crowd control or damage spells like Fireball or Hold Person before engaging in melee. They use Shield and Counterspell to neutralize threats, and cast Telekinesis or Dimension Door to maintain distance. When reduced to half health, they attempt to flee or summon allies rather than stand and fight.

Environment & Setting

An isolated tower, wizard's sanctum, or magical library filled with arcane wards and spell components. Include difficult terrain, magical traps, or conjured obstacles that benefit a ranged caster.