Illusionist 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.

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.