|This material from the 5th edition SRD is published under the OGL|
|Medium humanoid (any race), any alignment|
|Armor Class: 12 (15 with mage armor)|
|Hit Points: 99 (18d8+18)|
|Speed: 30 ft.|
|Saving Throws: Int +9, Wis +6|
|Skills: Arcana +13, History +13|
|Damage Resistances: damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)|
|Senses: passive Perception 12|
|Languages: Any six languages|
|Challenge: 12 (8,400 xp)|
| Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.
An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.