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 jim's magic missile and gift of gab at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, friends, mage hand, prestidigitation, minor illusion
1st level (4 slots): disguise self, distort value, mage armor*, shield
2nd level (3 slots): jim's glowing coin, mirror image, misty step
3rd level (3 slots): counterspell, incite greed, lightning bolt
4th level (3 slots): conjure minor elementals, fire shield, leomund's secret chest
5th level (3 slots): cone of cold, mislead*, dominate person
6th level (1 slot): mass suggestion
7th level (1 slot): symbol
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*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.
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