Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 12
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
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 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, prestidigitation, shocking grasp

1st level (4 slots): Cause Fear, identify, mage armor*, Ray of Sickness

2nd level (3 slots): Ray of Enfeeblement, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): blight, fire shield, stoneskin*

5th level (3 slots): cone of cold, Danse Macabre, Negative Energy Flood

6th level (1 slot): globe of invulnerability

7th level (1 slot): Finger of Death

8th level (1 slot): Clone*

9th level (1 slot): time stop

*The archmage casts these spells on itself before combat.

Actions

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

Archmage Necromancers are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. 

Monster Tags: NPC

Habitat: Urban

Therapuo

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