Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 176 (18d8 + 18)
Speed 30 ft., Fly 60 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 12
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The Aspect of Fate has advantage on saving throws against spells and other magical effects.

Spellcasting. The Aspect of Fate 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 invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, produce flame, control flames, minor illusion

1st level (4 slots): absorb elements, chromatic orb, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, aganazzar's scorcher, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin*

5th level (3 slots): fireball, cone of cold, 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.

Legendary Actions

The Aspect of Fate can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Aspect of Fate regains 1 spent legendary action at the start of its turn.

Cantrip. The Aspect of Fate casts a cantrip.

Alter Reality. (2 Legendary Actions) The Aspect of Fate can change any D20 roll.


Summon Mana Wraiths (3 Legendary Actions) The Aspect of Fate summons two Mana Wraiths.

Change Fate. (3 Legendary Actions)Target makes a Wis Saving Throw (Spell DC 18). On a failed save the target switches every natural 20 for a natural 1 and vice versa.

Lair and Lair Actions

Desecrated Sanctum of Fate.

At the start of every round, any creature within the Descrated Sanctum, apart from The Aspect of Fate and its allies, must make a DC 15 Wisdom Save. If the target fails the saving throw, they must roll a D100. The DM describes what happens next to the creature according to the Short Term Madness Table. Targets must have an intelligence score of 6 and up in order for this Lair Action to affect them.

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2020 2:01:31 PM
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12/5/2020 2:10:29 PM
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12/5/2020 2:22:05 PM
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Monster Tags: NPC

Habitat: Urban

kevinxsavage

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