Diviner Archmage

Medium or Small Humanoid (Wizard), Neutral
AU

Masters 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.

Diviner archmages spy on distant lands and peer into the future. These archmages often anticipate others' actions and react seconds before events occur.

AC 16

Initiative +8 (18)

HP 176 (32d8 + 32)

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, Insight +7, Investigation +10, Perception +7

Gear Staff

Senses Passive Perception 17

Languages All

CR 15

Traits

Magic Resistance. The archmage has Advantage on saving throws against spells and similar effects.

Actions

Multiattack. The archmage makes four Arcane Burst attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 4 version).

Arcane Burst. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 150 ft. Hit: 24 (3d12 + 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, Detect Thoughts, Mage Armor (included in AC), Mage Hand, Mind Spike (level 4 version), Prestidigitation
2/Day Each: Scrying, Sending
1/Day Each: Foresight (cast before combat), Telepathy

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.