Vai al contenuto

Arcimago: differenze tra le versioni

Da D&D Next.
Reimport Monsters: Archmage (formattato)
Traduzione mostri: Archmage
Riga 2: Riga 2:
''Medium humanoid (any race), any alignment''
''Medium humanoid (any race), any alignment''


'''Armor Class''' 12 (15 with ''mage armor'')
'''[[:Categoria:Classi|classe]] Armatura''' 12 (15 with ''mage armor'')


'''Hit Points''' 99 (18d8 + 18)
'''Punti Ferita''' 99 (18d8 + 18)


'''Speed''' 30 ft.
'''Velocità''' 30 ft.


{| class="wikitable"
| STR     | DEX     | CON     | INT     | WIS     | CHA     |
! STR
|---------|---------|---------|---------|---------|---------|
| DEX
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
| CON
| INT
| WIS
| CHA
! ---------
| ---------
| ---------
| ---------
| ---------
| ---------
! 10 (+0)
| 14 (+2)
| 12 (+1)
| 20 (+5)
| 15 (+2)
| 16 (+3)
|}


'''Saving Throws''' Int +9, Wis +6
'''Tiri Salvezza''' Int +9, Wis +6


'''Skills''' Arcana +13, History +13
'''Abilità''' Arcano +13, Storia +13


'''Damage Resistance''' damage from spells; nonmagical bludgeoning, piercing, and slashing (from ''stoneskin'')
'''Danno Resistenza''' damage from spells; nonmagical bludgeoning, piercing, and slashing (from ''stoneskin'')


'''Senses''' passive Perception 12
'''Senses''' passive Percezione 12


'''Languages''' any six languages
'''Linguaggi''' any six languages


'''Challenge''' 12 (8,400 XP)
'''Challenge''' 12 (8,400 XP)


****'''Magic Resistance'''**'''. The archmage has advantage on saving throws against spells and other magical effects.
'''''Magic Resistenza'''''. 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:
'''''Lancio di [[:Categoria:Incantesimi|incantesimi]]'''''. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligenza (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''
Cantrips (at will): ''fire bolt'', ''light'', ''mage hand'', ''prestidigitation'', ''shocking grasp''
Riga 54: Riga 37:
7th level (1 slot): ''teleport''
7th level (1 slot): ''teleport''
8th level (1 slot): ''mind blank'''
8th level (1 slot): ''mind blank'''
9th level (1 slot): *time stop''
9th level (1 slot): ''time stop''
\* The archmage casts these spells on itself before combat.
\'' The archmage casts these spells on itself before combat.


###### Actions
###### 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.
'''''Dagger'''''. ''Melee or Arma a Distanza Attacco:'' +6 to hit, reach 5 ft. or range 20/60 ft., one target. ''Colpito:'' 4 (1d4 + 2) piercing damage.


'''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.
'''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.
An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Riga 68: Riga 51:
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Archmage -->

Versione delle 14:55, 3 lug 2026

Archmage

Medium humanoid (any race), any alignment

classe Armatura 12 (15 with mage armor)

Punti Ferita 99 (18d8 + 18)

Velocità 30 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |

Tiri Salvezza Int +9, Wis +6

Abilità Arcano +13, Storia +13

Danno Resistenza damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)

Senses passive Percezione 12

Linguaggi any six languages

Challenge 12 (8,400 XP)

Magic Resistenza. The archmage has advantage on saving throws against spells and other magical effects.

Lancio di incantesimi. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligenza (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.

            1. Actions

Dagger. Melee or Arma a Distanza Attacco: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Colpito: 4 (1d4 + 2) piercing damage.

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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.