- Armor Class
- 12 (15 with mage armor)
- Hit Points
- 99 (18d8+18)
- Speed
- 30 ft.
- Challenge
- 12 (8,400 XP)
- Proficiency bonus
- +4
| 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
Traits
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.
An archmage is worth 8,400 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many archmages fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Archmage 2024 stat block
The 2024 Monster Manual revised the archmage, and the SRD 5.2 carries the new stat block. What changed:
- Armor Class: 12 → 17.
- Hit points: 99 → 170.
- New in its stat block: Multiattack, Arcane Burst, Misty Step and Protective Magic.
- Gone from it: Dagger.
- Armor Class
- 17
- Hit Points
- 170 (31d8 + 31)
- Speed
- 30 ft.
- Challenge
- 12 (8,400 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
- Damage immunities
- psychic
- Senses
- passive Perception 16
- Languages
- Common plus five other languages
- Gear
- Wand
Traits
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fly, Lightning Bolt (level 7 version)
1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport
Bonus actions
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.