Basic Rules

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.