Magic Resistance. The archmage of asterix has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage of asterix 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, blade ward, 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, phantasmal killer
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): feeblemind
9th level (1 slot): power word kill
*The archmage casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 3) piercing damage.
Description
Archmages of Asterix are powerful (and usually quite old) spellcasters that belong to a cult of followers of Asterix. Benevolent ones and evil ones alike control the planet of Esterix, and any magic on the demiplane is always linked to them. Generally, the Archmages of Asterix are good rulers, which each pursue goals across the planet. 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 a tower of the cult is usually filled to the brim with magic of all sorts, making detect magic spells virtually useless inside them. Archmages of Asterix are very organised people, and there is no junk scattered around the floor. The punishment for littering is high.
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