Abjurer Archmage

(Unearthed Arcana)

Medium humanoid (wizard), Neutral

Armor Class16
Hit Points198 (36d8 + 36)
Speed30 ft.
STRDEXCONINTWISCHA
10 (+0) 16 (+3) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
Saving Throws—
SkillsArcana +15, History +10, Perception +7
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespsychic
Condition Immunitiescharmed
Sensespassive Perception 17
LanguagesCommon plus five other languages
Challenge15

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).

cha DC 18, each creature in a 60-foot Cone [Area of Effect]. 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 each/day: Fireball (level 7 version), Nondetection, Otiluke's Resilient Sphere

1 each/day: Mind Blank (cast before combat), Teleport

The archmage casts Dispel Magic or Globe of Invulnerability, using the same spellcasting ability as Spellcasting.

2/day: Dispel Magic, Globe of Invulnerability

The archmage casts Counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

3/day: Counterspell