Archmage

Armor Class
12

(Natural Armor)

Hit Points
99
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Skills
Arcana +4
History +4
Senses
Passive Perception 12
Languages
any six languages
Challenge
12

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 or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.