Traits
Magic Resistance
The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting
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:
fire bolt, light, mage hand, prestidigitation, shocking grasp
detect magic, identify, mage armor*, magic missile
detect thoughts, mirror image, misty step
counterspell, fly, lightning bolt
banishment, fire shield, stoneskin*
cone of cold, scrying, wall of force
*The archmage casts these spells on itself before combat.
Actions
Dagger
Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Lightning Breath (Recharge 5–6)
The archmage exhales lightning in a 30-foot line 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.