Gargantuan Humanoid, Lawful Neutral
Armor Class 30 natural armor
Hit Points 300 (30d20)
Speed 50 ft., Fly 20 ft., Climb 20 ft., Swim 20 ft.
STR
23 (+6)
DEX
25 (+7)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws DEX +16, INT +19, WIS +19
Skills Acrobatics +20, Animal Handling +20, Arcana +25, Athletics +17, Deception +20, History +25, Insight +25, Intimidation +17, Investigation +22, Medicine +13, Nature +13, Perception +25, Persuasion +17, Religion +17, Stealth +20
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 30
Languages All languages are known by the Archmage
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spellcasting. The Archmage is a 9th-level spellcaster. Its spellcasting ability is Int. (spell save DC 14, +5 to hit with spell attacks). The Archmage has following spells prepared:

Cantrips (at will): Control Flames, Light, Fire Bolt, Hilthaedon's Blessing, Mage Hand, Mold Earth, Create Bonfire

1st level (at will):  Comprehend Languages, Cure Wounds, Detect Magic, Find Familiar, Protection from Evil and Good

2nd level (at will): Arcane Lock, Darkvision, Enlarge/Reduce, Invisibility, Skywrite, Zone of Truth, Flaming Sphere, Knock, Mirror Image, Web

3rd level (at will): Bestow Curse, Create Food and Water, Phantom Steed, Remove Curse, Dispel Magic

4th level (at will): Banishment, Ice Storm, Wall of Fire, Bestow Curse, Conjure Minor Elementals, Dimension Door, Dispel Magic, Greater Invisibility, Stone Shape, Watery Sphere

5th level (at will): Creation, Conjure Elemental, Passwall, Scrying, Telekinesis, Animate Objects, Geas, Immolation, Bestow Curse, Conjure Minor Elementals

6th level (at will): Animate Objects, Geas, Bestow Curse, Conjure Minor Elementals, Dispel Magic, Creation

7th level (at will): Fireball, Lightning Bolt, Plane Shift, Etherealness, Magnificent Mansion, Mirage Arcane, Teleport, Animate Objects, Geas, Bestow Curse, Conjure Minor Elementals, Dispel Magic, Creation

8th level (at will): Etherealness, Animate Objects, Geas, Bestow Curse, Conjure Minor Elementals, Dispel Magic, Creation

9th level (at will): Imdahl's Power, Thalaious' Power, Thalaious' Studies, Meraildaim's Wish, Wish, Power Word Kill, Time Stop, Meteor Swarm, Weird, Etherealness, Animate Objects, Geas, Bestow Curse, Conjure Minor Elementals, Dispel Magic, Creation

 

 

Reactions

Time Stop. Casts the 9th level spell Time Stop without using a spell slot.

Mythic Actions

The Archmage has 5 mythic actions.

Bigbrain Moment (Costs 1 Action). Has advantage on all Intelligence, Wisdom, and Charisma checks + saving throws for 3 rounds.

Size (Costs 0 Actions). Can shrink down to 1/2 in. tall or grow up to 200 ft. tall.

When in large form: Strength=30, Constitution=30

When in small form: Dexterity=30, Passive Perception=35

Description

This is the most powerful and high-ranking Magistratum in the Commonwealth of Althos Ultimatus. They can be prayed to as the minor god Althaii, and will deliver wishes. Is only hostile if attacked. If summoned in spirit, they will act as a NPC. If they are summoned, roll a d20. If you roll 3, they will become hostile towards a random enemy. If you roll 2, they will grant one wish. If you roll 1, they will deal 2d20 necrotic damage to the summoner. They retain all normal abilities while summoned in spirit form. Technically they are a Gilden Minthae Althos.

Lair and Lair Actions

The Archmage inhabits the Underatrium of Pelcus. The Underatrium is reserved for only high-ranking Magistratums, and contains 5d20 x 100 gold pieces and 2d20 + 10 magical items in its coffer. The Archmage is always in the form of a meditating marble statue, which has 2d20 gold pieces in offerings at its feet, placed by nobles and Magistratums in exchange for wishes. In this form, the Archmage cannot be hurt and is immune to all damage types, but also cannot perform any actions other than to exit statue form.

Ivellios_Liadon

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