Conjurer Archmage
Medium or Small Humanoid (Wizard), NeutralMasters of Magic
Habitat Any — Treasure Arcana, Individual
Although all archmages have mastered incredible magical power, some specialize in a particular school of magic, pushing their abilities to greater heights in that area. These archmages stock their spellbooks with spells from their preferred school and have developed unique magical techniques.
Physical distance is no concern to conjurer archmages. These archmages teleport themselves and others across nations and planar boundaries in the blink of an eye. They create magical effects from thin air or pull them from other planes of existence.
AC 16
Initiative +8 (18)
HP 225 (41d8 + 41)
Speed 30 ft.
STR
10 (+0)
Save +0
DEX
16 (+3)
Save +3
CON
12 (+1)
Save +1
INT
20 (+5)
Save +5
WIS
15 (+2)
Save +2
CHA
16 (+3)
Save +3
Skills Arcana +15, History +10, Perception +7
Gear Crystal
Senses Passive Perception 17
Languages Common plus five other languages
CR 15
Traits
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Find Familiar, Mage Armor (included in AC), Mage Hand, Prestidigitation, Unseen Servant
2/Day: Dimension Door
1/Day Each: Incendiary Cloud, Lightning Bolt (level 8 version), Plane Shift, Teleport
Bonus Actions
Benign Transposition (3/Day). The archmage teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing creature, they both teleport, swapping places.
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.