Archmage
Medium humanoid (any race), any alignment
- Armor Class
- 12, 15
- with mage armor
- Hit Points
- 99
- 18d8 + 18
- Speed
- 30 ft.
- STR 0
- DEX +2
- CON +1
- INT +5
- WIS +2
- CHA +3
- Saving Throws
- Int +9, Wis +6
- Skills
- Arcana +13, History +13
- Damage Resistances
- damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)
- Senses
- passive Perception 12
- Languages
- any six languages
Traits
Magic Resistance
The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting
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:
At will: disguise self, invisibility
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.
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.