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Ancient Elven Archmage

Medium Humanoid (elf), Neutral Good


Armor Class 17 (mage armor)

Hit Points 112 (16d8+32)

Speed 30 ft. fly 60 ft.

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

Saving Throws Int +9, Wis +7

Skills Arcana +10, History +10, Perception +6

Damage Resistances psychic

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 16

Languages Common, Elvish, Draconic, Sylvan

Challenge 10 (5,900 XP) Proficiency Bonus +4


Legendary Resistance (3/Day). If the archmage fails a saving throw, it can choose to succeed instead.
Spell Mastery. The archmage can cast certain spells without expending a spell slot.
Spellcasting. Ancient Elven Archmage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared (drawing on ancient elven magic, requiring no material components):
1st level (4 slots): magic missile, shield
2nd level (3 slots): mirror image, misty step
3rd level (3 slots): counterspell, lightning bolt
4th level (3 slots): dimension door, greater invisibility
5th level (2 slots): wall of force, cone of cold
6th level (1 slot): chain lightning, disintegrate
7th level (1 slot): simulacrum
8th level (1 slot): power word stun
9th level (1 slot): wish
1/day each: time stop, glyph of warding
3/day each: fireball, counterspell, invisibility
At will: mage hand, light, dancing lights
Cantrips (at will): fire bolt, minor illusion, prestidigitation

Actions

Spell Blast. Ranged spell Attack: +10 to hit, range 120 ft., one target. Hit: 22 (4d10) force damage. The archmage hurls a bolt of concentrated magical energy at a target.
Arcane Shield. The archmage conjures a shimmering shield of magic, granting a +2 bonus to AC until the start of its next turn.
Multiattack. The archmage casts two spells from its prepared list, using them strategically to control the battlefield.

Reactions

Counterspell. When a creature casts a spell within 60 feet of the archmage, it can use its reaction to attempt to interrupt the spell.

Legendary Actions

The archmage can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The archmage regains spent legendary actions at the start of its turn.

Detect Magic. The archmage makes a Wisdom (Perception) check.
Cast a Cantrip. The archmage casts a cantrip.
Teleport (Costs 2 Actions). The archmage magically teleports up to 60 feet to an unoccupied space it can see.

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Lore & Description

Appearance

The Ancient Elven Archmage has silver hair flowing like water and piercing emerald eyes that seem to hold the wisdom of ages. Clad in robes of intricately woven fabric displaying patterns of the constellations, the archmage emanates a faint luminescence, accentuating its powerful aura of magic. Its fingers are graceful, adorned with rings wrought from precious metals and gems, each a conduit for its arcane prowess.

Behavior & Origins

Once a leader among elven kind, this archmage has dedicated itself to the preservation of magical knowledge and the protection of the forests. Often found deep within ancient groves, it draws power from the ley lines of the earth. The archmage is known for its calm demeanor but is fiercely protective of its domain and those who seek to harm the natural world.

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Ancient Elven Archmage

Generation Info

Original prompt:
"An elven archmage of ancient power"

Created: Jan 28, 2026
Modified: May 22, 2026

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