Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) force damage.
Force Blast. Each creature in a 20-foot cube originating from the archmage must make a DC 17 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from the archmage. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The archmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect thoughts, disguise self, invisibility, light, mage hand
2/day each: banishment, mage armor*, stoneskin*, wall of force
1/day each: mind blank*, time stop
*The archmage casts these spells on itself before combat.
Fey Step. The archmage teleports, along with any equipment they are wearing or carrying, to an unoccupied space they can see within 30 feet of them.
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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