The archmage has advantage on saving throws against spells and other magical effects.
Archmage
Medium Humanoid Any Alignment
- 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
- Environment
- urban
Traits
Magic Resistance
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:
Cantrips
fire bolt
light
mage hand
prestidigitation
shocking grasp
Level 1 (4 slots)
detect magic
identify
mage armor*
magic missile
Level 2 (3 slots)
detect thoughts
mirror image
misty step
Level 3 (3 slots)
counterspell
fly
lightning bolt
Level 4 (3 slots)
banishment
fire shield
stoneskin*
Level 5 (3 slots)
cone of cold
scrying
wall of force
Level 6 (1 slots)
globe of invulnerability
Level 7 (1 slots)
teleport
Level 8 (1 slots)
mind blank*
Level 9 (1 slots)
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.