Magic Resistance. The Archmagosaurus has advantage on saving throws against spells and other magical effects.
Spellcasting. The Archmagosaurus is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Archmagosaurus can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat.
Multiattack. The Archmagosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Archmagosaurus can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Description
Archmagosauruses are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts and eating unworthy adventures.They may have started out as Tyrannosaurus Rexes who learned magic over time, they may have started out as archmages who have found some way to permanently change their form. No one knows for certain.
What is for certain is that every Archmagosaurus holds a magic wand in its tiny hand and has a wizard's hat fastened to its head with magic.
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