Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
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 magnify gravity and wristpocket at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, sapping sting
1st level (4 slots): disguise self, gift of alacrity*, mage armor*, shield
2nd level (3 slots): fortune’s favor, immovable object, misty step
3rd level (3 slots): counterspell, haste, pulse wave, slow
4th level (3 slots): dimension door, fire shield, pulse wave
5th level (3 slots): teleportation circle, temporal shunt, wall of force
6th level (1 slot): gravity fissure
7th level (1 slot): reverse gravity, teleport
8th level (1 slot): dark star, reality break
9th level (1 slot): ravenous void
*The archmage casts gift of alacrity and mage armor spells on itself before combat.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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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