Archmage

Medium Humanoid (Any Race) , Any Alignment
• Armor Class: 12
• 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
• Resistances: damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
• Languages: any six languages
• Challenge: 12 (8400 XP)
• Environments: Ruins, Urban

• 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.

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.