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 earth tremor 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, Jump, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, [Tooltip Not Found], lightning bolt
4th level (3 slots): banishment, control water, stoneskin*
5th level (3 slots): planar binding, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): sunburst*
9th level (1 slot): mass polymorph
*The archmage casts these spells on itself before combat.
Amphibious. The bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Multiattack. Bomb'ina makes two melee attacks: one with its bite and one with its dagger.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) bludgeoning damage.
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.
Description
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
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