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 19, +11 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): frostbite, light, mage hand, ice weapons(multiattack), ray of frost
1st level (4 slots): detect magic, identify, detonating shard, frost fingers
2nd level (3 slots): detect thoughts, conjure ice beast, misty step
3rd level (3 slots): counterspell, fly, icy pulse
4th level (3 slots): banishment, fire shield, frost armor*
5th level (3 slots): cone of cold, icicle explosion, wall of force
6th level (1 slot): glaciers
7th level (1 slot): whirlwind
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat.
Artic aura. The archmage can use its reaction to gain immunity to material and fire attacks for one turn by freezing them. This ability recharges after a long or short rest.
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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