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 phantasmal force at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, minor illusion
1st level (4 slots): detect magic, identify, mage armor*, silent image, sleep, disguise self
2nd level (4 slots): detect thoughts, mirror image, misty step, invisibility, blur, phantasmal force
3rd level (3 slots): counterspell, fly, lightning bolt, fear, hypnotic pattern, major image
4th level (3 slots): banishment, phantasmal killer, hallucinatory terrain
5th level (2 slots): cone of cold, scrying, wall of force, creation, dream, mislead
6th level (1 slot): programmed illusion
7th level (2 slots): teleport, mirage arcane, project image, simulacrum
8th level (1 slot): mind blank*
9th level (1 slot): time stop, weird
*The archmage casts these spells on itself before combat.
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.
The Archmage has one legendary action, restored on its turn.
Illusion Mastery (1 Legendary Action): The Archmage casts an illusion spell of 2nd level or below.
Description
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.
These Archmages specialize in trickery and mastery over the art of illusion.
Lair and Lair Actions
After spending so much time experimenting, the Archmage of Illusions has turned its lair into a nest for illusions, a terrain that shifts and bends to its will. Roll a separate d20 to determine the initiative count of the lair action. The Archmage can choose between the actions below:
Nest of Illusions: The Archmage casts any known spell from the school of illusions. If this spell is of third level or below, it does not require a spell slot to cast.
Illusory Terrain: The Archmage can shift the terrain of its lair, akin to casting the Mirage Arcane spell, but with an instant casting time, a range equivalent to its lair, and a 5 minute duration. This does not use a spell slot to cast.
Previous Versions
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8/15/2020 1:53:15 PM
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35
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5
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Coming Soon
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