Enchanter 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.

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.