Archmage, Variant (5e Creature)

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Archmage, Variant[edit]

Medium humanoid (any race), any alignment


Armor Class 16 (19 with mage armor; 20 while under Tenser's transformation)
Hit Points 171 (18d8 + 90)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 23 (+6) 20 (+5) 27 (+8) 22 (+6) 17 (+3)

Saving Throws Int +14, Wis +12, Cha +9
Skills History +14, Investigation +14, Perception +12, Persuasion +9, Religion +14
Proficiency Bonus +6
Damage Resistances nonmagical bludgeoning, piercing and slashing (from stoneskin)
Damage Immunities psychic (from mind blank)
Senses passive Perception 22
Languages Abyssal, Celestial, Common, Deep Speech, Dwarvish, Elvish, Infernal, Sylvan, Undercommon, and one other language
Challenge 18 (20,000 XP)


Brute (While under the effects of Tenser's Transformation). A melee weapon deals one extra die of its damage when the archmage hits with it (included in the attack).

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 22, +14 to hit with spell attacks). The archmage can cast shield and misty step at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): alter self, detect thoughts, invisibility, mirror image
3rd level (3 slots): counterspell, fireball, 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): chain lightning, contingency, globe of invulnerability, Tenser's transformation
7th level (1 slot): teleport, plane shift
8th level (1 slot): maze, mind blank*
9th level (1 slot): meteor swarm, power word kill, time stop, wish

*The archmage casts these spells on itself before combat.

Tenser's Transformation Contingency. When the archmage reaches 0 hit points, they are restored fully and are under the effects of the spell: Tenser's transformation.

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Actions while under Tenser's Transformation

Multiattack. The archmage makes 3 Flametongue attacks.

Flametongue. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, 3 (1d6) fire damage and 13 (2d12) force damage.

REACTIONS

Shield. The archmage casts Shield.

Counterspell. The archmage casts Counterspell.

Misty Step. The archmage casts Misty Step.

Reactions while under Tenser's Transformation

Parry. The archmage adds 6 to its AC against one melee attack that would hit it. To do so, the archmage must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The archmage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archmage regains spent legendary actions at the start of its turn. While under Tenser's transformation, the archmage loses its legendary actions.

Cantrip. The archmage casts a cantrip.
Move. The archmage moves up to half their speed without provoking opportunity attacks.
Lesser Spellcasting (Costs 2 Actions). The archmage casts a spell of 5th level or lower.
Greater Spellcasting (Costs 3 Actions). The archmage casts a spell of 6th level or higher.

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 (and are usually quite close). 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.

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