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Import Monsters_batch1: Archmage
 
Reimport Monsters: Archmage (formattato)
Riga 1: Riga 1:
### Archmage
=== Archmage ===
''Medium humanoid (any race), any alignment''


*Medium humanoid (any race), any alignment*
'''Armor Class''' 12 (15 with ''mage armor'')
 
'''Armor Class''' 12 (15 with *mage armor*)


'''Hit Points''' 99 (18d8 + 18)
'''Hit Points''' 99 (18d8 + 18)
Riga 9: Riga 8:
'''Speed''' 30 ft.
'''Speed''' 30 ft.


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


'''Saving Throws''' Int +9, Wis +6
'''Saving Throws''' Int +9, Wis +6
Riga 17: Riga 33:
'''Skills''' Arcana +13, History +13
'''Skills''' Arcana +13, History +13


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


'''Senses''' passive Perception 12
'''Senses''' passive Perception 12
Riga 25: Riga 41:
'''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 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:
'''**'''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*
Cantrips (at will): ''fire bolt'', ''light'', ''mage hand'', ''prestidigitation'', ''shocking grasp''
1st level (4 slots): *detect magic*, *identify*, *mage armor*, *magic missile*
1st level (4 slots): ''detect magic'', ''identify'', ''mage armor'', ''magic missile''
2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step*
2nd level (3 slots): ''detect thoughts'', ''mirror image'', ''misty step''
3rd level (3 slots): *counterspell*, *fly*, *lightning bolt*
3rd level (3 slots): ''counterspell'', ''fly'', ''lightning bolt''
4th level (3 slots): *banishment*, *fire shield*, *stoneskin*
4th level (3 slots): ''banishment'', ''fire shield'', ''stoneskin''
5th level (3 slots): *cone of cold*, *scrying*, *wall of force*
5th level (3 slots): ''cone of cold'', ''scrying'', ''wall of force''
6th level (1 slot): *globe of invulnerability*
6th level (1 slot): ''globe of invulnerability''
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 Ranged Weapon Attack:'' +6 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 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.
{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]

Versione delle 08:25, 3 lug 2026

Archmage

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)

Hit Points 99 (18d8 + 18)

Speed 30 ft.

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

Senses passive Perception 12

Languages any six languages

Challenge 12 (8,400 XP)

        • 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.

            1. 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.

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.