Archmage
Armor Class 12
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
Saving Throws INT+9, WIS+6
Skills arcana +13, history +13
Damage Resistances damage from spells; non magical bludgeoning, piercing, and 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.
- 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/Ranged Weapon Attack: +6 to hit.
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.