Archmage

Medium or Small Humanoid (Wizard), Neutral

Armor Class 17   Initiative +7 (17)   Hit Points 170 (31d8 + 31)   Speed 30 ft.

STR10 (+0)
DEX14 (+2)
CON12 (+1)
INT20 (+5)
WIS15 (+2)
CHA16 (+3)

Saving Throws Str +0, Dex +2, Con +1, Int +9, Wis +6, Cha +3

Skills Arcana +13, History +9, Perception +6

Damage Immunities Psychic; Charmed (with _Mind Blank_)

Gear Wand

Senses Passive Perception 16

Languages Common plus five other languages

Challenge Rating 12

Traits

Magic Resistance

The archmage has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The archmage makes four Arcane Burst attacks.

Arcane Burst

Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.

Spellcasting

The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation

2/Day Each: Fly, Lightning Bolt (level 7 version)

1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport

Bonus Actions

Misty Step (3/Day)

The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day)

The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Use the Archmage in your game
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