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): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
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.
Charm-Net Pulse (Recharge 5–6)
A 30 ft radius wave of pink-blue corporate shimmer.
Each creature must make a DC 18 Wis save or become Pacified for 1 round (cannot take offensive actions; speed = 0).
If they fail by 5 or more: Charmed for 1 minute, believing Vaelar speaks only in reason and that they might be overreacting.
Repeat save at end of turn with advantage if attacked.
This represents the city-wide charm tech tuned to combat mode.
Corporate Reprisal: When he is damaged, the attacker must succeed a DC 18 WIS save or be Marked for Optimization (vulnerable to psychic damage until end of next turn).
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Precision Command: Next spell cast forces disadvantage on the first save made against it.
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Myrith Predictive Counter: Target creature in 60 ft must succeed on a DC 18 WIS save or have disadvantage on their next attack/save.
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Magitech Darts: Force bolts auto-hit for 6 (1d8+2) force damage.
If three darts hit same target across rounds: target becomes Tagged (advantage for Vaelar’s next spell against them). -
Rewrite Position: He teleports up to 30 ft and gains +2 AC until next turn.
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.
Lair and Lair Actions
Surveillance Sweep: Reveal any invisible/hidden creatures within 60 ft.
Charm-Net Surge: All enemies make a DC 18 WIS save or have disadvantage on their next weapon attack (mind becomes fogged).
Veilstone Overload Node: A crystal erupts with violet flame. One creature takes 4d10 psychic damage (INT save for half). If they fail by 5+: gain short-term madness for 1 round (“voices whisper optimization protocols”).
“Security Escalation: Tier A”: Summon 1–2 A-Class Enforcers (toned-down statblocks). They arrive via shimmering holo-doors.
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