# Archmage *Medium* *Humanoid* *any alignment* - **Armor Class:** 12 (15 with _mage armor_) - **Hit Points:** 99 (18d8+18) - **Speed:** walk 30 ft. - **Challenge Rating:** 12 (8,400 XP) - **Source:** 5.1 SRD (2015 MM), page 395 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | - **Saving Throws**: Int +9, Wis +6 - **Skills:** arcana +13, history +13 - **Damage Resistances:** damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin) - **Senses:** passive Perception 12 - **Languages:** any six languages ### Special Abilities - **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. ### 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.