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Archmage, Elf

Medium humanoid (elf), any alignment

Armor Class 13 (16 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 20 (+5) 16 (+3) 16 (+3)

Saving Throws Int +9, Wis +7
Skills Arcana +13, History +13, Perception +7, Stealth +9
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Damage Immunities psychic (from mind blank)
Condition Immunities charmed
Senses darkvision 30 ft., passive Perception 17
Languages Elvish and any six languages
Challenge 12 (8,400 XP)

Special Traits

    • Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can’t put them to sleep.
    • Combat Training. The elf has proficiency with the longbow, quarterstaff, shortbow, and spear.
    • Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
    • Meditation. Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the elf remains aware of their surroundings but have disadvantage on Wisdom (Perception) checks. After meditating, the elf benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a long rest.
    • Natural Stealth. The elf can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
    • 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.

  • Tattoo Mystic. Elves have proficiency with tattooist’s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or long rest.

Actions

  • Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
Section 15: Copyright Notice

People of Ghelspad © 2019, Travis Legge.