Enchanter 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.
Enchanter archmages enjoy shaping minds. These archmages tinker with memories and compel others to follow their commands, either subtly or blatantly.
AC 16
Initiative +8 (18)
HP 214 (39d8 + 39)
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, Persuasion +13
Gear Staff
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: 21 (3d10 + 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, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 7 version), Geas, Modify Memory
Bonus Actions
Dominate Person (1/Day). The archmage casts Dominate Person, using the same spellcasting ability as Spellcasting.
Duplicitous Magic (2/Day). The archmage casts Charm Person, Hold Person, or Sleep, using the same spellcasting ability as Spellcasting.
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.