Abjurer 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.
Abjurer archmages create powerful magical wards. Their magic allows them to quarantine dangerous foes, and they're adept at nullifying the spells of even fellow archmages. Despite their focus on protective magic, abjurer archmages are formidable offensive combatants.
AC 16
Initiative +8 (18)
HP 198 (36d8 + 36)
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
Immunities Psychic; Charmed (with Mind Blank)
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 three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
Banishing Blast (Recharge 6). Charisma Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 45 (10d8) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the archmage's next turn, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied. Success: Half damage only.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Arcane Lock, Detect Magic, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 7 version), Nondetection, Otiluke's Resilient Sphere
1/Day Each: Mind Blank (cast before combat), Teleport
Bonus Actions
Fortify (Recharge 4-6). The archmage magically bolsters itself. The archmage gains 40 Temporary Hit Points.
Magic Disruption (2/Day). The archmage casts Dispel Magic or Globe of Invulnerability, using the same spellcasting ability as Spellcasting.
Reactions
Counterspell (3/Day). The archmage casts Counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.