Medium Humanoid (Human), Lawful Good
Armor Class 16 Robed of the Archmagi
Hit Points 168 (24d8 + 60)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws INT +11, WIS +9
Skills Arcana +13, History +13, Insight +8, Persuasion +9
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Truesight 120 ft, Passive Perception 9
Languages Abyssal, Celestial, Common, Draconic, Infernal Common, Celestial, Infernal, Abyssal, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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 18, +10 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): mage hand, prestidigitation, minor illusion, message

1st-level (4 slots): detect magic, shield, mage armor, magic missile

2nd-level (3 slots): mirror image, misty step, suggestion

3rd-level (3 slots): counterspell, dispel magic, lightning bolt

4th-level (3 slots): arcane eye, dimension door, polymorph

5th-level (3 slots): telekinesis, wall of force

6th-level (2 slots): disintegrate, true seeing

7th-level (2 slots): teleport, prismatic spray

8th-level (1 slot): maze

9th-level (1 slot): foresight

Spellcasting Focus. Archus is attuned to his Staff of Power, which grants him advantage on saving throws against spells and other magical effects.

Illusory Dragon (1/day). Archus can conjure an illusory dragon, which functions like the illusory dragon spell. It lasts for 1 minute and can move up to 60 feet on his turn.

Legendary Resistance (3/Day). If Archus fails a saving throw, he can choose to succeed instead.

Timeless Body. Archus no longer suffers the frailty of old age and can't be aged magically.

Archmagus Recovery. Once per day, Archus can regain expended spell slots as if he had completed a long rest.

Mystical Insight. Archus can cast identify and detect magic at will without expending a spell slot.

Actions

Staff of Power. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. Archus can also use the staff as a spellcasting focus for his spells.

Legendary Actions

Legendary Actions Archus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Archus regains spent legendary actions at the start of his turn.

  • Arcane Burst. Archus casts a spell maximun to level 3 from his list of prepared spells.
  • Dispel Magic (Costs 2 Actions). Archus casts dispel magic without expending a spell slot.
  • Counter Spell (Costs 3 Actions). Archus casts counterspell without expending a spell slot.

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.

Monster Tags: NPC

Habitat: Urban

AliFromHR

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