Illusionist 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.
Illusionist archmages have mastered the tactile elements of illusory magic. They can create complex effects that seem vibrantly real and modify the subtlest details of illusory disguises, objects, and terrain.
AC 16
Initiative +8 (18)
HP 220 (40d8 + 40)
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, Deception +8, Perception +7, Stealth +8
Gear Rod
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, Disguise Self, Invisibility, Mage Armor (included in AC), Mage Hand, Minor Illusion, Prestidigitation
2/Day Each: Creation, Major Image, Nystul's Magic Aura, Seeming
1/Day Each: Mirage Arcane, Weird
Bonus Actions
Beguiling Spells (2/Day). The archmage casts Hypnotic Pattern or Mirror Image, 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.