Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 20th-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, identify, mage armor*, magic missile, shield, absorb elements
2nd level (3 slots): detect thoughts, mirror image*, misty step, hold person
3rd level (3 slots): counterspell, fly, lightning bolt, [Tooltip Not Found], dispel magic
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (2 slot): globe of invulnerability, chain lightning, disintegrate
7th level (2 slot): teleport, forcecage
8th level (1 slot): mind blank*, maze
9th level (1 slot): time stop, meteor swarm, wish
*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 + 2) piercing damage.
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