Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
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
1/day each: Mind Blank (cast before combat), Teleport
2/day each: Fireball (level 7 version), Nondetection, Otiluke's Resilient Sphere
Magic Disruption (2/Day). The archmage casts Dispel Magic or Globe of Invulnerability, using the same spellcasting ability as Spellcasting.
Counterspell (3/Day). The archmage casts Counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
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). 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.
Fortify (Recharge 4–6). The archmage magically bolsters itself. The archmage gains 40 Temporary Hit Points.
Masters of Magic