Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Artiller can use any necromancy spell below level 7
Spellcasting. The archmage is an10h-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, prestidigitation, shocking grasp
1st level (4 slots): detect magic, inflict wounds, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): Fireball, fly, lightning bolt
4th level (3 slots): banishment, fire shield, Evard's Black Tentacles*
5th level (3 slots): cone of cold, Bigby's Hand, wall of force
bite. reach 5ft hit 1d8 + 5 piercing
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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