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): fire bolt, light, mage hand, minor illusion, prestidigitation
1st level (4 slots): comprehend languages, detect magic, identify, magic missile
2nd level (3 slots): detect thoughts, locate object, see invisibility
3rd level (3 slots): counterspell, clairvoyance, tongues
4th level (3 slots): arcane eye, locate creature, stoneskin*
5th level (3 slots): contact other plane, Rary's Telepathic Bond, scrying
6th level (1 slot): true seeing
7th level (1 slot): delayed blast fireball
8th level (1 slot): telepathy*
9th level (1 slot): foresight
*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.
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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