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Dungeons & Dragons

DnD Monster Archmage

D&D – Five Spheres of Mystara

Monster Codex – NPC – Archmage

Source: Monster Manual (5e-wiz-mm p343)

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.

Dungeon Masters Guide
dmg – Dungeon Masters Guide 5E
Archmage (dark aspected)
  • Medium humanoid, any alignment
  • Habitat – Any
  • Armour Class – 12 (15 with mage armour)
  • Hit Point – 99 (18d8+18)
  • Speed – 30 ft

Str +0 Dex +2 Con +1 Int +5 Wis +2 Cha +4

  • Saving Throws – Int +9, Wis +6
  • Skills – Arcana +13, History +13
  • Damage Resistance damage from spells, non-magical bludgeoning, piercing, and slashing (from stoneskin)
  • Senses – passive Perception 12
  • Language – any six languages
  • Challenge 12
  • Abilities
    • Power of Entropy: Necrotic 6, Psychic 6
    • 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 ray of sickness and darkness at will and has the following wizard spells prepared:
      • Cantrips (At will) fire bolt, light, mage hand, prestidigitation, shocking grasp
      • 1st level (4 slots) comprehend languages, detect magic, identify, mage armour, magic missile
      • 2nd level (3 slots) phantasmal force, ray of enfeeblement, web
      • 3rd level (3 slots) counterspell, dispel magic, fly, lightning bolt
      • 4th level (3 slots) blight, phantasmal killer, polymorph, stoneskin
      • 5th level (3 slots) mislead, passwall, wall of stone
      • 6th level (1 slot) Disintegrate, Flesh to Stone, Programmed Illusion
      • 7th level (1 slot) Mordenkainaen’s Sword, Reverse Gravity
      • 8th level (1 slot) Anti-Magic Field, Power Word Stun
      • 9th level (1 slot) Meteor Swarm, Shapechange
  • Actions
    • Grand Master Dagger (melee weapon attack) +6 to hit, reach 5 ft, one target
      • Hit 3d6+2 piercing or slashing
      • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon or spell. This attack does not use your mod bonus to damage.
Archmage (fire aspected)
  • Medium humanoid, any alignment
  • Habitat – Any
  • Armour Class – 12 (15 with mage armour)
  • Hit Point – 99 (18d8+18)
  • Speed – 30 ft

Str +0 Dex +2 Con +1 Int +5 Wis +2 Cha +4

  • Saving Throws – Int +9, Wis +6
  • Skills – Arcana +13, History +13
  • Damage Resistance damage from spells, non-magical bludgeoning, piercing, and slashing (from stoneskin)
  • Senses – passive Perception 12
  • Language – any six languages
  • Challenge 12
  • Abilities
    • Power of Energy: Fire 6, Radiant 6
    • 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 armour, 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
  • Actions
    • Grand Master Dagger (melee weapon attack) +6 to hit, reach 5 ft, one target
      • Hit 3d6+2 piercing or slashing
      • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon or spell. This attack does not use your mod bonus to damage.

Campaign Information

  • (F59)

Encounter Lists

Design changes for Monster

Original Stats for 5E

Str 10 (-) Dex 14 (+2) Con 12 (+1) Int 20 (+5) Wis 15 (+2) Cha 16 (+3)

  • Dagger (melee weapon attack) +6 to hit, reach 5 ft or range 20/60 ft, one target
    • Hit 7 (1d4+2) piercing damage
  • 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 armour, 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
Original Stats for BECMI

Source: Hollow World – Nightrage (Inside Cover)

  • tba

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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