Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Multiattack. The archmage makes three Arcane Burst attacks. The archamge can replace one of the attacks with a use of Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 36 (6d10 + 3) force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19):
At will: disguise self, invisibility, light, mage hand, message, prestidigitation
2/day each: fly, lightning bolt, mage armor*, stoneskin*
1/day: banishment, dispel magic, teleport, cone of cold
*The archmage casts these spells on itself before combat.
Protective Shield (2/Day). When the archamge or a creature within 10 feet of it is hit by an attack roll, the archamge gives the target a +5 bonus to its AC until the start of the archamge's next turn, which can cause the triggering attack roll to miss.
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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