Medium Or Small Humanoid (Wizard), Neutral
Armor Class 20 Arcane defense
Hit Points 200 (31d8 + 62)
Speed 40 ft., Fly 40 ft., Swim 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
22 (+6)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +9, CON +8, INT +12, WIS +9, CHA +8
Skills Acrobatics +9, Arcana +12, Investigation +12, Perception +9, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities Psychic
Gear Clothes
Senses Passive Perception 19
Languages All
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Arcane Restoration. If the archmages bane dies it reforms one hundred miles away from where it died in 1d10 days.

Greater Magic Resistance. The archmages bane automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the archmages banes permission, no spell can observe it remotely or detect its thoughts, creature type, or alignment.

Reactive. The archmages bane can take one reaction every turn of combat.

Regeneration. The archmages bane regains 15 hit points at the start of its turns.

 

Actions

Multiattack. The archmage makes three Arcane Burst attacks and uses nullify magic.

Arcane Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 150 ft. Hit: 28 (4d10 + 6) Force damage.

Spellcasting. The archmage casts one of the following spells without requiring verbal or material components using Intelligence as the spellcasting ability(spell save DC 20):

At Will: Detect Magic, Dispel Magic, Detect Thoughts, Disguise Self,silence, Invisibility, Sending, Clairvoyance, Mage Hand, Prestidigitation
3/Day Each: Dimension Door, Lightning Bolt (level 7 version) Greater Invisibility, Scrying, Modify Memory,
1/Day Each: Cone of Cold (level 9 version), Forcecage, Time Stop, Teleport Disintegrate, Feeblemind,

Nullify magic. The archmages bane targets one creature that is concentrating on a spell or magical effect that creature then has to make a contested arcana or religion check against the archmages banes arcana. If the creature loses their concentration ends.

Bonus Actions

Misty Step. The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic. The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Description

I imagine this monster as a dark robed figure with spotless gray skin like stone and a magical symbol for a face but feel free to make up anything. 

PS this is my first homebrew monster so I might have missed something and I not sure about it's challenge ratting.

Habitat: Any

Treasure:  Arcana

Agooddog25

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