STR

10

DEX

14

CON

12

INT

20

WIS

15

CHA

16

Armor Class: 12

Hit Points: 99 (18d8+18)

Speed: Walk 30 ft., Swim

Challenge Rating: 12 (8400 XP)

Saving Throws: Int +9 Wis +6

Skills: Arcana +13 History +13

Senses: passive perception 12

Languages: any six languages

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.