Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Wisdom (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): gust, booming blade, mage hand, prestidigitation, guidance
1st level (4 slots): fog cloud, sanctuary*, mage armor*, guiding bolt
2nd level (3 slots): hold person, gust of wind, misty step
3rd level (3 slots): protection from energy*, fly*, wind wall
4th level (3 slots): storm sphere, conjure minor elementals(Air only), freedom of movement*
5th level (3 slots): conjure elemental(Air only), control winds, wall of force
6th level (1 slot): investiture of wind*
7th level (1 slot): whirlwind
8th level (1 slot): control weather
9th level (1 slot): blade of disaster
*The archmage casts these spells on itself before combat.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Description
Archclerics are powerful (and usually quite old) spellcasters dedicated to the study of the divine arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue divinity. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archcleric typically has one or more apprentice clerics, and an archcleric's abode has numerous magical wards and guardians to discourage interlopers.
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