Archmage (Archetype)
CR 18 humanoid
Senses: Perception 7
Speed: Varies Skills: Arcana 15, Regional 13, Magic Items 15, Planes 14, Nature 14
Ability Scores: Str 10 (+9), Dex 16 (+12), Con 14 (+11), Int 20 (+14), Wis 15 (+11), Cha 16 (+12)
INIT: +3 CP: +9 HP: 128 (18d6+54) SA: 23 DC: 33
AC: 16 Touch: 12 Flat-footed: 14 [+4 Armor, +2 Dodge]
SR: 28 Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Attacks
- Melee - 2 x Dagger +12 (1d4+3/Dagger). Reach: 5 ft.
- Spells
- Level 1 (4 slots): Detect, Identify, Light, Mage Armor, Magic Missile
- Level 2 (4 slots): Force Anchor, Hold, Invisibility, Mirror Image, Scorching Ray, See Invisibility
- Level 3 (4 slots): Dispel Magic, Fly, Lightning Bolt, Misty Step
- Level 4 (4 slots): Dismissal, Fire Shield, Globe of Invulnerability, Stoneskin
- Level 5 (4 slots): Cone of Cold, Dominate, Polymorph Creature, Scrying, Teleport, Wall of Force
- Level 6 (3 slots): Disintegrate, Guards and Wards, Scatter, Sirocco, True Seeing
- Level 7 (3 slots): Etherealness, Spell Turning
- Level 8 (2 slots): Mind Blank, Polar Ray
- Level 9 (1 slots): Time Stop
A dagger, wizard's robes, spell component pouch, 200 gold worth of diamond dust, and 500 gp. plus 2-3 magic items
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.