Archmage, Dwarf

Medium humanoid (dwarf), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 135 (18d8 + 54)
Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Damage Resistances damage from spells
Senses darkvision 60 ft., passive Perception 12
Languages Dwarvish and any six languages
Challenge 12 (8,400 XP)

Special Traits

  • Combat Training. The dwarf has proficiency with the light hammer, warhammer, warscepter, and spiked chain.
  • Dwarven Armor Training. The dwarf is proficient with light and medium armor.
  • Dwarven Resistance. The dwarf has advantage on saving throws against poison.
  • Magic Resistance. The archmage has advantage on saving throws against spells and magical effects.
  • Spellcasting. The archmage is an 18th-level spellcaster. Their 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:

*The archmage casts these spells on themselves before combat.

Actions

  • Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage, or 5 (1d10) bludgeoning damage if used two-handed.
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