Archsage (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 13 (16 with mage armor)
Hit Points 143 (22d8 + 44)
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 22 (+6) 17 (+3) 18 (+4)

Saving Throws Int +11, Wis +8
Skills Arcana +16, History +16, Medicine +8, Perception +8, Religion +11
Proficiency Bonus +5
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 18
Languages any seven languages
Challenge 16 (15,000 XP)

Brave. The archsage has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the archsage hits with it (included in the attack).

Keen Sight. The archsage has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The archsage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archsage is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The archsage 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 (2 slots): globe of invulnerability, disintegrate
7th level (2 slots): teleport, plane shift
8th level (1 slot): mind blank*
9th level (1 slot): time stop

*The archsage casts these spells on itself before combat.


Multiattack. The archsage makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage in melee or 5 (1d4 + 3) piercing damage at range.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the archsage can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the archsage. A creature can benefit from only one Leadership die at a time. This effect ends if the archsage is incapacitated.


Parry. The archsage adds 5 to its AC against one melee attack that would hit it. To do so, the archsage must see the attacker and be wielding a melee weapon.

An archmage with the Master template applied to it. Archsages are almost unparalleled in the field of magic, having reached a mastery that few mortals ever come close to grasping. A benevolent archsage might advise the court of an emperor, while an evil one might rule over an empire with an iron fist. Those that are neither good nor evil tend to seclude themselves in ancient forts and lonely towers. An archsage will often have several apprentices, and the abode of an archsage is warded by the strongest of spells.

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