Archmage Monster D&D 5e (5th Edition)

Overview Of Archmage Monster 5e

Actually, all the Archmage Monsters are very powerful and usually quite old spellcasters dedicated to the study of the arcane arts. The Benevolent ones counsel kings and also queens whenever the evil one rules like the tyrants and also pursue lichdom. Like those who’re neither be good nor be the evil Sequester themselves in the remote towers for practicing their magic without the interruption.

Actually, an archmage typically have one mage or more apprentice mages and also an archmage’s  abode have the numerous magical wards and also the guardians for discourage the interlopers.


Magic Resistace: Actually, the archmage has the advantage on the saving throws which are against spells and also the other magical effects.

SpellCasting: Actually, this archmage is an 18th-level spellcaster and its spell casting ability is intelligence (Spell save DC 17, +9 to hit with the spell attacks). Basically, the archmage able to cast Disguise self and also the invisibility at will and also has the following wizard spells prepared have a look at them:

• 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

Note: Actually, the archmage casts these Spells on itself before Combat.


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.

Check out the stone golem 5e monster now.

Archmage Monster 5e Attributes

12 (15 With Mage Armor)
Any Alignment
CHA 16
CON 12
Challenge Rating
DEX 14
99 (18d8+18)
INT 20
Any Six Languages
Passive Perception
Damage From Spells; Non Magical Bludgeoning, Piercing, And Slashing (From Stoneskin)
Roll 0
Dagger 1d20 + 6 1d4+2
Saving Throws
Int +9, Wis +6
Arcana +13, History +13
30 ft.
Spell Book
Fire Bolt, Light, Mage Hand, Prestidigitation, Shocking Grasp, Detect Magic, Identify, Mage Armor, Magic Missile, Detect Thoughts, Mirror Image, Misty Step, Counterspell, Fly, Lightning Bolt, Banishment, Fire Shield, Stoneskin, Cone Of Cold, Scrying, Wall Of Force, Globe Of Invulnerability, Teleport, Mind Blank, Time Stop
humanoid (any race)

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