Armor Class 12 (Dex), 15 (Spell)
Hit Points 99 (18d8+18)
Speed walk 30 ft.
STR | DEX | CON |
10 (0) | 14 (+2) | 12 (+1) |
INT | WIS | CHA |
20 (+5) | 15 (+2) | 16 (+3) |
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage From Spells, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks (From Stoneskin)
Senses Passive Perception 12
Languages any six languages
Challenge 12 (8400 XP)
Proficiency Bonus +4
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.