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 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): ray of frost, light, mage hand, prestidigitation, frostbite
1st level (4 slots): detect magic, absorb elements, mage armor*, magic missile
2nd level (3 slots): snilloc's snowball swarm, mirror image, misty step
3rd level (3 slots): counterspell, wall of water, sleet storm
4th level (3 slots): ice storm, [Tooltip Not Found], control water
5th level (3 slots): cone of cold, arcane hand, wall of force
6th level (1 slot): freezing sphere
7th level (1 slot): teleport
8th level (1 slot): control weather
9th level (1 slot): prismatic wall
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Description
Archwarlockss are powerful (and usually quite old) spellcasters dedicated to the study of the eldritch 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 archwarlock typically has one or more patrons, and an archwarlock's abode has numerous magical wards and guardians to discourage interlopers.
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