Archmage
Medium humanoid (any race), any alignment
Armor Class
12 (15 with mage armor)
Hit Points
99 (18d8+18)
Speed
30 ft.
STR
10 (0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Damage Resistances
damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
Saving Throws
Int +9, Wis +6
Skills
Arcana +13, History +13
Languages
any six languages
Challenge
12 (8,400 XP)
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:
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Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
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1st level (4 slots): detect magic, identify, mage armor* , magic missile
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2nd level (3 slots): detect thoughts, mirror image, misty step
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3rd level (3 slots): counterspell,fly, lightning bolt
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4th level (3 slots): banishment, fire shield, stoneskin*
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5th level (3 slots): cone of cold, scrying, wall of force
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6th level (1 slot): globe of invulnerability
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7th level (1 slot): teleport
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8th level (1 slot): mind blank*
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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.