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.
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.
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