Arcane Sense. The Archimandrite can cast detect magic at will, with an increased range of 120 ft.
Innate Spellcasting. The Archimandrite's innate spellcasting ability is Wisdom (spell save DC 17). He can innately cast the following spells, requiring no material components:
At Will: Clairvoyance, detect thoughts, see invisibility, jump, feather fall
3/day each: dimension door, telekinesis, dispel magic, resilient sphere
1/day each: globe of invulnerability, creation
Magic Resistance. The Archimandrite has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Archimandrite's weapon attacks are magical.
Psychic Defense. While the Archimandrite is wearing no armor and wielding no shield, its AC includes, its Wisdom modifier.
Spellcasting. The Archimandrite is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Archimandrite has the following spells prepared:
Cantrips (at will): Light, Mage Hand (Invisible), Prestidigitation, Fire Bolt (deals radiant damage)
1st Level (4 slots): Shield, Floating Disk, Command, Magic Missile
2nd Level (3 slots): Hold Person, Invisibility, Mirror Image, Misty Step
3rd Level (3 slots): Counterspell, Lightning Bolt (deals radiant damage), Slow
4th Level (3 slots): Banishment, Freedom of Movement
5th Level (2 slots): Arcane Hand, Hold Monster
6th Level (1 slot): Chain Lightning (Deals Radiant Damage)
7th Level (1 slot): Reverse Gravity
8th Level (1 slot): Power Word Stun
Multiattack. The Archimandrite makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) bludgeoning damage plus 13 (3d8) psychic damage.
Teleport (3/day). The Archimandrite magically teleports, along with any equipment he is wearing or carrying, up to 60 ft. to an unoccupied space he can see.
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