Medium Humanoid (Dragonborn), Chaotic Evil
Armor Class 19 (from Robes of the Archmagi)
Hit Points 150 (20d10 + 50)
Speed 30 ft., Fly 60 ft. This is hover only.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
28 (+9)
WIS
8 (-1)
CHA
20 (+5)
Saving Throws DEX +11, INT +16, WIS +6
Skills Intimidation +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened
Senses Darkvision 160ft, Passive Perception 9
Languages Abyssal, Infernal, Undercommon, Common, Deep, Primordial
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits
  • Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects
  • Lucky: 3 luck points.
  • Eldritch adept: Witch sight.
  • Metamagic adept 2x: 4 sorcery points.
  • Boon of luck:  He can add a 1d10 roll to any ability check, attack roll, or saving throw he makes. Once he uses this boon, he can't use it again until he completes a short rest.
  • Boon of immortality:  Xunior does not age. He is immune to any effect that would age him and he can't die from old age.

Spellcasting: The archmage is a 22nd -level spellcaster. His Spellcasting Ability is Intelligence (spell save DC 22, +15 (+19 with staff and robes) to hit with spell attacks). The archmage can cast Hideous laughter and Invisibility at will and has the following Wizard Spells prepared:

 

  • Cantrips (at will):  Sapping sting, Mind sliver, Mage Hand, Prestidigitation, (Improved) Minor illusion.
  • 1st level (5 slots): Detect Magic, Puppet, Hideous laughter*, Witch bolt, Ray of sickness.
  • 2nd Level (4 slots): Detect Thoughts, Mirror Image, Mind spike, Snowball storm
  • 3rd Level (3 slots): Counterspell, Thunder step , Slow
  • 4th Level (3 slots): Banishment, Black tentacles, Confusion*
  • 5th Level (3 slots): Bigby’s hand, Temporal shunt, Dominate person
  • 6th level (2 slot): Eyebite, disintegrate 
  • 7th level (2 slot): Teleport, Crown of stars
  • 8th level (2 slot): Illusory dragon, Reality break
  • 9th level (1 slot): Psychic scream

 

 Xunior is a lore master and expert in the knowledge of the workings and flow of magic. He has access to these abilities.

Lore Mastery

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Spell Secrets

At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.

Altering Spells

While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a Fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A Charm Person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.

Alchemical Casting

An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.

Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

Actions

Unarmed strike: +4 to hit, reach 5 ft: 1d4 slashing damage.

Breath weapon: DC 22 constitution saving throw or 5d6 poison damage and be poisoned.   Recharges in 1d4 turns. 

Staff of Magi (50 charges):  +6 to hit, reach 5ft: 1d6+6 magical bludgeoning damage.

 

Reactions

Breath weapon:  Xunior uses his breath weapon if it is recharged.

Legendary Actions

Legendary Actions

Xunior take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn

Cantrip: Xunior casts a cantrip or at will spell.

Staff of the Magi: (Costs 2 Actions): Xunior uses his staff of the Magi. 

Breath weapon:  Xunior uses his breath weapon if it is recharged.

Description

 Xunior is the Archmage of the cursed isles and the BBEG of a campaign I ran in the past. I wanted to post the stats for any other DM out their because this was a very fun BBEG to run. Xunior is a 6 foot tall green dragonborn wizard who has gone completely insane and focuses only on whatever his mind tells him to focus on in that exact moment. He has a very hard time saying anything coherently and becomes homicidal at the drop of a pin. 

Lair and Lair Actions

Xunior's lair is a huge castle that entirely dominates a single small island in the cursed isles. Every room is completely different some with strange messages written in incredibly small text tens of thousands of times on every surface. Others are filled with bizarre and horrifc experiments that even the party's best mind cannot make heads or tails of.  

Spatial warp:   Xunior casts misty step without expending a spellslot.

Magic recovery: Xunior rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

Draconic recovery: Xunior gains 1d12  and 1d10 temporary hitpoints or recharges his breath weapon

Monster Tags: NPC

Habitat: Coastal

Luna726

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